Exit exclusive fullscreen when the stop confirmation is shown.

Also have the renderer remember its own fullscreen state. This is done to prevent a case where we exit exclusive fullscreen through the configuration and a focus shift at the same time. In this case the renderer would fail to detect that the fullscreen state was changed.
This commit is contained in:
Jules Blok 2014-07-21 17:55:21 +02:00
parent 36ea1890c8
commit 009b4dd376
5 changed files with 28 additions and 13 deletions

View File

@ -316,7 +316,7 @@ CFrame::CFrame(wxFrame* parent,
, m_LogWindow(nullptr), m_LogConfigWindow(nullptr)
, m_FifoPlayerDlg(nullptr), UseDebugger(_UseDebugger)
, m_bBatchMode(_BatchMode), m_bEdit(false), m_bTabSplit(false), m_bNoDocking(false)
, m_bGameLoading(false), m_bClosing(false)
, m_bGameLoading(false), m_bClosing(false), m_confirmStop(false)
{
for (int i = 0; i <= IDM_CODEWINDOW - IDM_LOGWINDOW; i++)
bFloatWindow[i] = false;
@ -643,6 +643,8 @@ void CFrame::OnHostMessage(wxCommandEvent& event)
case IDM_FULLSCREENREQUEST:
if (m_RenderFrame != nullptr)
m_RenderFrame->ShowFullScreen(event.GetInt() == 0 ? false : true);
if (m_confirmStop)
Core::SetState(Core::CORE_PAUSE);
break;
case WM_USER_CREATE:
@ -1194,9 +1196,8 @@ void CFrame::DoFullscreen(bool bF)
{
m_RenderFrame->ShowFullScreen(true, wxFULLSCREEN_ALL);
}
else if (!g_ActiveConfig.backend_info.bSupportsExclusiveFullscreen ||
SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain ||
g_ActiveConfig.bForceBorderlessFullscreen)
else if (!g_Config.ExclusiveFullscreenEnabled() ||
SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain)
{
// Exiting exclusive fullscreen should be done from a Renderer callback.
// Therefore we don't exit fullscreen from here if we support exclusive mode.

View File

@ -170,6 +170,7 @@ private:
bool m_bNoDocking;
bool m_bGameLoading;
bool m_bClosing;
bool m_confirmStop;
std::vector<std::string> drives;

View File

@ -95,6 +95,7 @@ Core::GetWindowHandle().
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoConfig.h"
#ifdef _WIN32
#ifndef SM_XVIRTUALSCREEN
@ -119,8 +120,6 @@ extern "C" {
class InputPlugin;
class wxFrame;
static bool confirmStop = false;
// Create menu items
// ---------------------
void CFrame::CreateMenu()
@ -1082,11 +1081,11 @@ void CFrame::DoStop()
{
if (!Core::IsRunningAndStarted())
return;
if (confirmStop)
if (m_confirmStop)
return;
// don't let this function run again until it finishes, or is aborted.
confirmStop = true;
m_confirmStop = true;
m_bGameLoading = false;
if (Core::GetState() != Core::CORE_UNINITIALIZED ||
@ -1100,8 +1099,21 @@ void CFrame::DoStop()
// Ask for confirmation in case the user accidentally clicked Stop / Escape
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bConfirmStop)
{
// Pause the state during confirmation and restore it afterwards
Core::EState state = Core::GetState();
Core::SetState(Core::CORE_PAUSE);
// 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.
if (!RendererIsFullscreen() || !g_Config.ExclusiveFullscreenEnabled() ||
SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain)
{
Core::SetState(Core::CORE_PAUSE);
}
else
{
DoFullscreen(false);
}
wxMessageDialog m_StopDlg(
this,
_("Do you want to stop the current emulation?"),
@ -1113,7 +1125,7 @@ void CFrame::DoStop()
if (Ret != wxID_YES)
{
Core::SetState(state);
confirmStop = false;
m_confirmStop = false;
return;
}
}
@ -1135,7 +1147,7 @@ void CFrame::OnStopped()
{
wxEndBusyCursor();
confirmStop = false;
m_confirmStop = false;
#if defined(HAVE_X11) && HAVE_X11
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bDisableScreenSaver)

View File

@ -946,10 +946,10 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
BOOL fullscreen_state;
if (SUCCEEDED(D3D::swapchain->GetFullscreenState(&fullscreen_state, nullptr)))
{
if (!!fullscreen_state != fullscreen)
if (!!fullscreen_state != fullscreen && Host_RendererHasFocus())
{
// We should be in fullscreen, but we're not. Restore it when we regain focus.
fullscreen_changed = Host_RendererHasFocus();
fullscreen_changed = true;
}
}

View File

@ -154,6 +154,7 @@ struct VideoConfig final
bool VirtualXFBEnabled() const { return bUseXFB && !bUseRealXFB; }
bool EFBCopiesToTextureEnabled() const { return bEFBCopyEnable && bCopyEFBToTexture; }
bool EFBCopiesToRamEnabled() const { return bEFBCopyEnable && !bCopyEFBToTexture; }
bool ExclusiveFullscreenEnabled() const { return backend_info.bSupportsExclusiveFullscreen && !bForceBorderlessFullscreen; }
};
extern VideoConfig g_Config;