Fix window focus detection on Linux

On Linux, the FindFocus method from wx simply doesn't work, it would on some environment report that dolphin has the focus while it doesn't have it.  This is why an alternative method has to be used which is to set a focus flag whenever the render frame gets activated.
This commit is contained in:
RenaKunisaki 2016-05-16 15:09:59 -04:00 committed by aldelaro5
parent 2536e37ec5
commit 2005b4430f
3 changed files with 15 additions and 55 deletions

View File

@ -504,18 +504,25 @@ void CFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
// Events // Events
void CFrame::OnActive(wxActivateEvent& event) void CFrame::OnActive(wxActivateEvent& event)
{ {
m_bHasFocus = (event.GetActive() && event.GetEventObject() == m_RenderFrame);
if (Core::GetState() == Core::CORE_RUN || Core::GetState() == Core::CORE_PAUSE) if (Core::GetState() == Core::CORE_RUN || Core::GetState() == Core::CORE_PAUSE)
{ {
if (event.GetActive() && event.GetEventObject() == m_RenderFrame) if (m_bHasFocus)
{ {
if (SConfig::GetInstance().bRenderToMain) if (SConfig::GetInstance().bRenderToMain)
m_RenderParent->SetFocus(); m_RenderParent->SetFocus();
if (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::CORE_PAUSE)
DoPause();
if (SConfig::GetInstance().bHideCursor && Core::GetState() == Core::CORE_RUN) if (SConfig::GetInstance().bHideCursor && Core::GetState() == Core::CORE_RUN)
m_RenderParent->SetCursor(wxCURSOR_BLANK); m_RenderParent->SetCursor(wxCURSOR_BLANK);
} }
else else
{ {
if (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::CORE_RUN)
DoPause();
if (SConfig::GetInstance().bHideCursor) if (SConfig::GetInstance().bHideCursor)
m_RenderParent->SetCursor(wxNullCursor); m_RenderParent->SetCursor(wxNullCursor);
} }
@ -769,27 +776,11 @@ bool CFrame::RendererHasFocus()
{ {
if (m_RenderParent == nullptr) if (m_RenderParent == nullptr)
return false; return false;
#ifdef _WIN32 return m_bRendererHasFocus;
HWND window = GetForegroundWindow();
if (window == nullptr)
return false;
if (m_RenderFrame->GetHWND() == window)
return true;
#else
wxWindow* window = wxWindow::FindFocus();
if (window == nullptr)
return false;
// Why these different cases?
if (m_RenderParent == window || m_RenderParent == window->GetParent() ||
m_RenderParent->GetParent() == window->GetParent())
{
return true;
}
#endif
return false;
} }
// Returns true any time any one of our UI windows
// has the focus, including any dialogs or other windows.
bool CFrame::UIHasFocus() bool CFrame::UIHasFocus()
{ {
// UIHasFocus should return true any time any one of our UI // UIHasFocus should return true any time any one of our UI
@ -799,8 +790,7 @@ bool CFrame::UIHasFocus()
// focus. If it's not one of our windows, then it will return // focus. If it's not one of our windows, then it will return
// null. // null.
wxWindow* focusWindow = wxWindow::FindFocus(); return m_bHasFocus;
return (focusWindow != nullptr);
} }
void CFrame::OnGameListCtrlItemActivated(wxListEvent& WXUNUSED(event)) void CFrame::OnGameListCtrlItemActivated(wxListEvent& WXUNUSED(event))
@ -1139,35 +1129,6 @@ void CFrame::OnMouse(wxMouseEvent& event)
event.Skip(); event.Skip();
} }
void CFrame::OnFocusChange(wxFocusEvent& event)
{
if (SConfig::GetInstance().m_PauseOnFocusLost && Core::IsRunningAndStarted())
{
if (RendererHasFocus())
{
if (Core::GetState() == Core::CORE_PAUSE)
{
Core::SetState(Core::CORE_RUN);
if (SConfig::GetInstance().bHideCursor)
m_RenderParent->SetCursor(wxCURSOR_BLANK);
}
}
else
{
if (Core::GetState() == Core::CORE_RUN)
{
Core::SetState(Core::CORE_PAUSE);
if (SConfig::GetInstance().bHideCursor)
m_RenderParent->SetCursor(wxNullCursor);
Core::UpdateTitle();
}
}
UpdateGUI();
}
event.Skip();
}
void CFrame::DoFullscreen(bool enable_fullscreen) void CFrame::DoFullscreen(bool enable_fullscreen)
{ {
if (g_Config.bExclusiveMode && Core::GetState() == Core::CORE_PAUSE) if (g_Config.bExclusiveMode && Core::GetState() == Core::CORE_PAUSE)

View File

@ -158,6 +158,7 @@ private:
bool m_bNoDocking = false; bool m_bNoDocking = false;
bool m_bGameLoading = false; bool m_bGameLoading = false;
bool m_bClosing = false; bool m_bClosing = false;
bool m_bHasFocus = false;
bool m_confirmStop = false; bool m_confirmStop = false;
bool m_tried_graceful_shutdown = false; bool m_tried_graceful_shutdown = false;
int m_saveSlot = 1; int m_saveSlot = 1;
@ -306,8 +307,6 @@ private:
void OnKeyDown(wxKeyEvent& event); // Keyboard void OnKeyDown(wxKeyEvent& event); // Keyboard
void OnMouse(wxMouseEvent& event); // Mouse void OnMouse(wxMouseEvent& event); // Mouse
void OnFocusChange(wxFocusEvent& event);
void OnHostMessage(wxCommandEvent& event); void OnHostMessage(wxCommandEvent& event);
void OnMemcard(wxCommandEvent& event); // Misc void OnMemcard(wxCommandEvent& event); // Misc

View File

@ -733,8 +733,6 @@ void CFrame::StartGame(const std::string& filename)
wxTheApp->Bind(wxEVT_MIDDLE_DOWN, &CFrame::OnMouse, this); wxTheApp->Bind(wxEVT_MIDDLE_DOWN, &CFrame::OnMouse, this);
wxTheApp->Bind(wxEVT_MIDDLE_UP, &CFrame::OnMouse, this); wxTheApp->Bind(wxEVT_MIDDLE_UP, &CFrame::OnMouse, this);
wxTheApp->Bind(wxEVT_MOTION, &CFrame::OnMouse, this); wxTheApp->Bind(wxEVT_MOTION, &CFrame::OnMouse, this);
wxTheApp->Bind(wxEVT_SET_FOCUS, &CFrame::OnFocusChange, this);
wxTheApp->Bind(wxEVT_KILL_FOCUS, &CFrame::OnFocusChange, this);
m_RenderParent->Bind(wxEVT_SIZE, &CFrame::OnRenderParentResize, this); m_RenderParent->Bind(wxEVT_SIZE, &CFrame::OnRenderParentResize, this);
} }
} }
@ -926,6 +924,8 @@ void CFrame::OnStopped()
m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() & ~wxSTAY_ON_TOP); m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() & ~wxSTAY_ON_TOP);
} }
m_RenderParent = nullptr; m_RenderParent = nullptr;
m_bRendererHasFocus = false;
m_RenderFrame = nullptr;
// Clean framerate indications from the status bar. // Clean framerate indications from the status bar.
GetStatusBar()->SetStatusText(" ", 0); GetStatusBar()->SetStatusText(" ", 0);