dolphin/Source/Core/DolphinQt/Host.cpp
Filoppi 7c83b745c5 Qt: fix input focus checks being wrong
When rendering to main and going full screen, we aren't using the main window handle
as the code assumed, but the other, detached, render widget.
2021-06-07 14:35:59 +03:00

233 lines
5.1 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "DolphinQt/Host.h"
#include <QAbstractEventDispatcher>
#include <QApplication>
#include <QLocale>
#include <imgui.h>
#ifdef _WIN32
#include <windows.h>
#endif
#include "Common/Common.h"
#include "Core/Config/MainSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/Debugger/PPCDebugInterface.h"
#include "Core/Host.h"
#include "Core/NetPlayProto.h"
#include "Core/PowerPC/PowerPC.h"
#include "Core/State.h"
#include "DolphinQt/QtUtils/QueueOnObject.h"
#include "DolphinQt/Settings.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "UICommon/DiscordPresence.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoConfig.h"
static thread_local bool tls_is_host_thread = false;
Host::Host()
{
State::SetOnAfterLoadCallback([] { Host_UpdateDisasmDialog(); });
}
Host::~Host()
{
State::SetOnAfterLoadCallback(nullptr);
}
Host* Host::GetInstance()
{
static Host* s_instance = new Host();
return s_instance;
}
void Host::DeclareAsHostThread()
{
tls_is_host_thread = true;
}
bool Host::IsHostThread()
{
return tls_is_host_thread;
}
void Host::SetRenderHandle(void* handle)
{
m_render_to_main = Config::Get(Config::MAIN_RENDER_TO_MAIN);
if (m_render_handle == handle)
return;
m_render_handle = handle;
if (g_renderer)
{
g_renderer->ChangeSurface(handle);
g_controller_interface.ChangeWindow(handle);
}
}
void Host::SetMainWindowHandle(void* handle)
{
m_main_window_handle = handle;
}
bool Host::GetRenderFocus()
{
#ifdef _WIN32
// Unfortunately Qt calls SetRenderFocus() with a slight delay compared to what we actually need
// to avoid inputs that cause a focus loss to be processed by the emulation
if (m_render_to_main && !m_render_fullscreen)
return GetForegroundWindow() == (HWND)m_main_window_handle.load();
return GetForegroundWindow() == (HWND)m_render_handle.load();
#else
return m_render_focus;
#endif
}
bool Host::GetRenderFullFocus()
{
return m_render_full_focus;
}
void Host::SetRenderFocus(bool focus)
{
m_render_focus = focus;
if (g_renderer && m_render_fullscreen && g_ActiveConfig.ExclusiveFullscreenEnabled())
Core::RunAsCPUThread([focus] {
if (!Config::Get(Config::MAIN_RENDER_TO_MAIN))
g_renderer->SetFullscreen(focus);
});
}
void Host::SetRenderFullFocus(bool focus)
{
m_render_full_focus = focus;
}
bool Host::GetRenderFullscreen()
{
return m_render_fullscreen;
}
void Host::SetRenderFullscreen(bool fullscreen)
{
m_render_fullscreen = fullscreen;
if (g_renderer && g_renderer->IsFullscreen() != fullscreen &&
g_ActiveConfig.ExclusiveFullscreenEnabled())
Core::RunAsCPUThread([fullscreen] { g_renderer->SetFullscreen(fullscreen); });
}
void Host::ResizeSurface(int new_width, int new_height)
{
if (g_renderer)
g_renderer->ResizeSurface();
}
std::vector<std::string> Host_GetPreferredLocales()
{
const QStringList ui_languages = QLocale::system().uiLanguages();
std::vector<std::string> converted_languages(ui_languages.size());
for (int i = 0; i < ui_languages.size(); ++i)
converted_languages[i] = ui_languages[i].toStdString();
return converted_languages;
}
void Host_Message(HostMessageID id)
{
if (id == HostMessageID::WMUserStop)
{
emit Host::GetInstance()->RequestStop();
}
else if (id == HostMessageID::WMUserJobDispatch)
{
// Just poke the main thread to get it to wake up, job dispatch
// will happen automatically before it goes back to sleep again.
QAbstractEventDispatcher::instance(qApp->thread())->wakeUp();
}
}
void Host_UpdateTitle(const std::string& title)
{
emit Host::GetInstance()->RequestTitle(QString::fromStdString(title));
}
bool Host_RendererHasFocus()
{
return Host::GetInstance()->GetRenderFocus();
}
bool Host_RendererHasFullFocus()
{
return Host::GetInstance()->GetRenderFullFocus();
}
bool Host_RendererIsFullscreen()
{
return Host::GetInstance()->GetRenderFullscreen();
}
void Host_YieldToUI()
{
qApp->processEvents(QEventLoop::ExcludeUserInputEvents);
}
void Host_UpdateDisasmDialog()
{
QueueOnObject(QApplication::instance(), [] { emit Host::GetInstance()->UpdateDisasmDialog(); });
}
void Host::RequestNotifyMapLoaded()
{
QueueOnObject(QApplication::instance(), [this] { emit NotifyMapLoaded(); });
}
void Host_NotifyMapLoaded()
{
Host::GetInstance()->RequestNotifyMapLoaded();
}
// We ignore these, and their purpose should be questioned individually.
// In particular, RequestRenderWindowSize, RequestFullscreen, and
// UpdateMainFrame should almost certainly be removed.
void Host_UpdateMainFrame()
{
}
void Host_RequestRenderWindowSize(int w, int h)
{
emit Host::GetInstance()->RequestRenderSize(w, h);
}
bool Host_UIBlocksControllerState()
{
return ImGui::GetCurrentContext() && ImGui::GetIO().WantCaptureKeyboard;
}
void Host_RefreshDSPDebuggerWindow()
{
}
void Host_TitleChanged()
{
#ifdef USE_DISCORD_PRESENCE
// TODO: Not sure if the NetPlay check is needed.
if (!NetPlay::IsNetPlayRunning())
Discord::UpdateDiscordPresence();
#endif
}