wip low fps mode for hidden states and powersave modes.
dont use yet, as all compute is still done in the render method
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@ -78,6 +78,41 @@ bool MainScreen::handleEvent(SDL_Event& e) {
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return true; // TODO: forward return succ from sendFilePath()
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}
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if (
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e.type == SDL_EVENT_WINDOW_MINIMIZED ||
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e.type == SDL_EVENT_WINDOW_HIDDEN ||
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e.type == SDL_EVENT_WINDOW_OCCLUDED // does this trigger on partial occlusion?
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) {
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auto* window = SDL_GetWindowFromID(e.window.windowID);
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auto* event_renderer = SDL_GetRenderer(window);
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if (event_renderer != nullptr && event_renderer == renderer) {
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// our window is now obstructed
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if (_window_hidden_ts < e.window.timestamp) {
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_window_hidden_ts = e.window.timestamp;
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_window_hidden = true;
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//std::cout << "TOMAT: window hidden " << e.window.timestamp << "\n";
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}
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}
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return true; // forward?
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}
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if (
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e.type == SDL_EVENT_WINDOW_SHOWN ||
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e.type == SDL_EVENT_WINDOW_RESTORED ||
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e.type == SDL_EVENT_WINDOW_EXPOSED
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) {
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auto* window = SDL_GetWindowFromID(e.window.windowID);
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auto* event_renderer = SDL_GetRenderer(window);
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if (event_renderer != nullptr && event_renderer == renderer) {
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if (_window_hidden_ts <= e.window.timestamp) {
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_window_hidden_ts = e.window.timestamp;
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_window_hidden = false;
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//std::cout << "TOMAT: window shown " << e.window.timestamp << "\n";
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}
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}
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return true; // forward?
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}
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return false;
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}
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@ -115,17 +150,57 @@ Screen* MainScreen::render(float time_delta, bool& quit) {
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tuiu.render();
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tdch.render();
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{ // main window menubar injection
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if (ImGui::Begin("tomato")) {
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if (ImGui::BeginMenuBar()) {
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// ImGui::Separator(); // why do we not need this????
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if (ImGui::BeginMenu("Performance")) {
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{ // fps
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const auto targets = "normal\0power save\0";
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ImGui::SetNextItemWidth(ImGui::GetFontSize()*10);
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ImGui::Combo("fps mode", &_fps_perf_mode, targets, 4);
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}
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{ // compute
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const auto targets = "normal\0power save\0";
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ImGui::SetNextItemWidth(ImGui::GetFontSize()*10);
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ImGui::Combo("compute mode", &_compute_perf_mode, targets, 4);
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ImGui::SetItemTooltip("Limiting compute can slow down things filetransfers.");
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}
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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}
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ImGui::End();
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}
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if constexpr (false) {
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ImGui::ShowDemoWindow();
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}
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if (
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_fps_perf_mode == 1 || // TODO: magic
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_window_hidden
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) {
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_render_interval = 1.f/4.f;
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} else {
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_render_interval = 1.f/60.f;
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}
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return nullptr;
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}
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Screen* MainScreen::tick(float time_delta, bool& quit) {
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_min_tick_interval = std::min<float>(
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_min_tick_interval = std::max<float>(
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std::min<float>(
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tc.toxIterationInterval()/1000.f,
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0.03f // HACK: 30ms upper bound, should be the same as tox but will change
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),
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(_compute_perf_mode == 0 ? 0.001f : 0.1f) // in powersave fix the lowerbound to 100ms
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);
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return nullptr;
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@ -38,8 +38,6 @@ extern "C" {
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struct MainScreen final : public Screen {
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SDL_Renderer* renderer;
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std::chrono::high_resolution_clock::time_point last_time = std::chrono::high_resolution_clock::now();
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SimpleConfigModel conf;
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Contact3Registry cr;
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RegistryMessageModel rmm;
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@ -66,6 +64,9 @@ struct MainScreen final : public Screen {
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ToxUIUtils tuiu;
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ToxDHTCapHisto tdch;
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bool _window_hidden {false};
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bool _window_hidden_ts {0};
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MainScreen(SDL_Renderer* renderer_, std::string save_path, std::string save_password, std::vector<std::string> plugins);
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~MainScreen(void);
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@ -76,6 +77,11 @@ struct MainScreen final : public Screen {
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Screen* render(float time_delta, bool&) override;
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Screen* tick(float time_delta, bool&) override;
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// 0 - normal
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// 1 - power save
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int _fps_perf_mode {0};
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int _compute_perf_mode {0};
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float _render_interval {1.f/60.f};
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float _min_tick_interval {0.f};
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