Prevent windows from idling while playing a game with a gamecube controller.
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@ -198,8 +198,14 @@ bool MainWindow::Stop()
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}
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if (stop)
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{
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ForceStop();
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#ifdef Q_OS_WIN
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// Allow windows to idle or turn off display again
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SetThreadExecutionState(ES_CONTINUOUS);
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#endif
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}
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return stop;
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}
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@ -258,6 +264,13 @@ void MainWindow::StartGame(const QString& path)
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Settings().SetLastGame(path);
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ShowRenderWidget();
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emit EmulationStarted();
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#ifdef Q_OS_WIN
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// Prevents Windows from sleeping, turning off the display, or idling
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EXECUTION_STATE shouldScreenSave =
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SConfig::GetInstance().bDisableScreenSaver ? ES_DISPLAY_REQUIRED : 0;
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SetThreadExecutionState(ES_CONTINUOUS | shouldScreenSave | ES_SYSTEM_REQUIRED);
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#endif
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}
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void MainWindow::ShowRenderWidget()
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@ -1034,6 +1034,13 @@ void CFrame::StartGame(const std::string& filename)
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X11Utils::XWindowFromHandle(GetHandle()), true);
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#endif
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#ifdef _WIN32
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// Prevents Windows from sleeping, turning off the display, or idling
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EXECUTION_STATE shouldScreenSave =
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SConfig::GetInstance().bDisableScreenSaver ? ES_DISPLAY_REQUIRED : 0;
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SetThreadExecutionState(ES_CONTINUOUS | shouldScreenSave | ES_SYSTEM_REQUIRED);
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#endif
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m_RenderParent->SetFocus();
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wxTheApp->Bind(wxEVT_KEY_DOWN, &CFrame::OnKeyDown, this);
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@ -1181,6 +1188,12 @@ void CFrame::OnStopped()
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X11Utils::InhibitScreensaver(X11Utils::XDisplayFromHandle(GetHandle()),
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X11Utils::XWindowFromHandle(GetHandle()), false);
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#endif
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#ifdef _WIN32
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// Allow windows to resume normal idling behavior
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SetThreadExecutionState(ES_CONTINUOUS);
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#endif
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m_RenderFrame->SetTitle(StrToWxStr(scm_rev_str));
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// Destroy the renderer frame when not rendering to main
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