Merge pull request #4443 from Armada651/exclusive-ui

D3D: Move exclusive mode switching to UI thread.
This commit is contained in:
Jules Blok
2016-11-14 01:45:07 +01:00
committed by GitHub
20 changed files with 54 additions and 138 deletions

View File

@ -202,11 +202,6 @@ bool CRenderFrame::ShowFullScreen(bool show, long style)
{
// OpenGL requires the pop-up style to activate exclusive mode.
SetWindowStyle((GetWindowStyle() & ~wxDEFAULT_FRAME_STYLE) | wxPOPUP_WINDOW);
// Some backends don't support exclusive fullscreen, so we
// can't tell exactly when exclusive mode is activated.
if (!g_Config.backend_info.bSupportsExclusiveFullscreen)
OSD::AddMessage("Entered exclusive fullscreen.");
}
#endif
@ -525,6 +520,8 @@ void CFrame::OnActive(wxActivateEvent& event)
{
if (SConfig::GetInstance().bRenderToMain)
m_RenderParent->SetFocus();
else if (RendererIsFullscreen() && g_ActiveConfig.ExclusiveFullscreenEnabled())
DoExclusiveFullscreen(true); // Regain exclusive mode
if (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::CORE_PAUSE)
DoPause();
@ -701,21 +698,6 @@ void CFrame::OnHostMessage(wxCommandEvent& event)
}
break;
case IDM_FULLSCREEN_REQUEST:
{
bool enable_fullscreen = event.GetInt() == 0 ? false : true;
ToggleDisplayMode(enable_fullscreen);
if (m_RenderFrame != nullptr)
m_RenderFrame->ShowFullScreen(enable_fullscreen);
// If the stop dialog initiated this fullscreen switch then we need
// to pause the emulator after we've completed the switch.
// TODO: Allow the renderer to switch fullscreen modes while paused.
if (m_confirmStop)
Core::SetState(Core::CORE_PAUSE);
}
break;
case WM_USER_CREATE:
if (SConfig::GetInstance().bHideCursor)
m_RenderParent->SetCursor(wxCURSOR_BLANK);
@ -1131,31 +1113,12 @@ void CFrame::OnMouse(wxMouseEvent& event)
void CFrame::DoFullscreen(bool enable_fullscreen)
{
if (g_Config.bExclusiveMode && Core::GetState() == Core::CORE_PAUSE)
{
// A responsive renderer is required for exclusive fullscreen, but the
// renderer can only respond in the running state. Therefore we ignore
// fullscreen switches if we are in exclusive fullscreen, but the
// renderer is not running.
// TODO: Allow the renderer to switch fullscreen modes while paused.
return;
}
ToggleDisplayMode(enable_fullscreen);
if (enable_fullscreen)
{
m_RenderFrame->ShowFullScreen(true, wxFULLSCREEN_ALL);
}
else if (!g_Config.bExclusiveMode)
{
// Exiting exclusive fullscreen should be done from a Renderer callback.
// Therefore we don't exit fullscreen from here if we are in exclusive mode.
m_RenderFrame->ShowFullScreen(false, wxFULLSCREEN_ALL);
}
if (SConfig::GetInstance().bRenderToMain)
{
m_RenderFrame->ShowFullScreen(enable_fullscreen, wxFULLSCREEN_ALL);
if (enable_fullscreen)
{
// Save the current mode before going to fullscreen
@ -1197,12 +1160,32 @@ void CFrame::DoFullscreen(bool enable_fullscreen)
}
}
}
else if (g_ActiveConfig.ExclusiveFullscreenEnabled())
{
if (!enable_fullscreen)
DoExclusiveFullscreen(false);
m_RenderFrame->ShowFullScreen(enable_fullscreen, wxFULLSCREEN_ALL);
m_RenderFrame->Raise();
if (enable_fullscreen)
DoExclusiveFullscreen(true);
}
else
{
m_RenderFrame->ShowFullScreen(enable_fullscreen, wxFULLSCREEN_ALL);
m_RenderFrame->Raise();
}
}
g_Config.bFullscreen = enable_fullscreen;
void CFrame::DoExclusiveFullscreen(bool enable_fullscreen)
{
if (!g_renderer || g_renderer->IsFullscreen() == enable_fullscreen)
return;
bool was_unpaused = Core::PauseAndLock(true);
g_renderer->SetFullscreen(enable_fullscreen);
Core::PauseAndLock(false, was_unpaused);
}
const CGameListCtrl* CFrame::GetGameListCtrl() const

View File

@ -105,7 +105,8 @@ public:
void OnRenderParentMove(wxMoveEvent& event);
bool RendererHasFocus();
bool RendererIsFullscreen();
void DoFullscreen(bool bF);
void DoFullscreen(bool enable_fullscreen);
void DoExclusiveFullscreen(bool enable_fullscreen);
void ToggleDisplayMode(bool bFullscreen);
static void ConnectWiimote(int wm_idx, bool connect);
void UpdateTitle(const std::string& str);

View File

@ -787,12 +787,6 @@ void CFrame::DoStop()
// waiting on inputs
bool should_pause = !NetPlayDialog::GetNetPlayClient();
// If exclusive fullscreen is not enabled then we can pause the emulation
// before we've exited fullscreen. If not then we need to exit fullscreen first.
should_pause =
should_pause && (!RendererIsFullscreen() || !g_Config.ExclusiveFullscreenEnabled() ||
SConfig::GetInstance().bRenderToMain);
if (should_pause)
{
Core::SetState(Core::CORE_PAUSE);

View File

@ -292,7 +292,6 @@ enum
IDM_WINDOW_SIZE_REQUEST,
IDM_STOPPED,
IDM_HOST_MESSAGE,
IDM_FULLSCREEN_REQUEST,
// Used for Host_ConnectWiimote()
IDM_FORCE_CONNECT_WIIMOTE1,

View File

@ -452,13 +452,6 @@ void Host_RequestRenderWindowSize(int width, int height)
main_frame->GetEventHandler()->AddPendingEvent(event);
}
void Host_RequestFullscreen(bool enable_fullscreen)
{
wxCommandEvent event(wxEVT_HOST_COMMAND, IDM_FULLSCREEN_REQUEST);
event.SetInt(enable_fullscreen ? 1 : 0);
main_frame->GetEventHandler()->AddPendingEvent(event);
}
void Host_SetStartupDebuggingParameters()
{
SConfig& StartUp = SConfig::GetInstance();

View File

@ -113,10 +113,6 @@ void Host_RequestRenderWindowSize(int width, int height)
{
}
void Host_RequestFullscreen(bool enable_fullscreen)
{
}
void Host_SetStartupDebuggingParameters()
{
SConfig& StartUp = SConfig::GetInstance();