Implement Cursor Locking and new input focus checks for it
This commit is contained in:
parent
ff08b85740
commit
3c7c2dfaa1
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@ -151,6 +151,12 @@ bool Host_RendererHasFocus()
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return true;
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}
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bool Host_RendererHasFullFocus()
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{
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// Mouse cursor locking actually exists in Android but we don't implement (nor need) that
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return true;
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}
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bool Host_RendererIsFullscreen()
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{
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return false;
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@ -147,6 +147,7 @@ void SConfig::SaveInterfaceSettings(IniFile& ini)
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interface->Set("ConfirmStop", bConfirmStop);
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interface->Set("HideCursor", bHideCursor);
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interface->Set("LockCursor", bLockCursor);
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interface->Set("LanguageCode", m_InterfaceLanguage);
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interface->Set("ExtendedFPSInfo", m_InterfaceExtendedFPSInfo);
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interface->Set("ShowActiveTitle", m_show_active_title);
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@ -401,6 +402,7 @@ void SConfig::LoadInterfaceSettings(IniFile& ini)
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interface->Get("ConfirmStop", &bConfirmStop, true);
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interface->Get("HideCursor", &bHideCursor, false);
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interface->Get("LockCursor", &bLockCursor, false);
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interface->Get("LanguageCode", &m_InterfaceLanguage, "");
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interface->Get("ExtendedFPSInfo", &m_InterfaceExtendedFPSInfo, false);
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interface->Get("ShowActiveTitle", &m_show_active_title, true);
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@ -150,6 +150,7 @@ struct SConfig
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// Interface settings
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bool bConfirmStop = false;
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bool bHideCursor = false;
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bool bLockCursor = false;
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std::string theme_name;
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// Bluetooth passthrough mode settings
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@ -1113,10 +1113,15 @@ void DoFrameStep()
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}
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}
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void UpdateInputGate(bool require_focus)
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void UpdateInputGate(bool require_focus, bool require_full_focus)
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{
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ControlReference::SetInputGate((!require_focus || Host_RendererHasFocus()) &&
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!Host_UIBlocksControllerState());
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// If the user accepts background input, controls should pass even if an on screen interface is on
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const bool focus_passes =
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!require_focus || (Host_RendererHasFocus() && !Host_UIBlocksControllerState());
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// Ignore full focus if we don't require basic focus
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const bool full_focus_passes =
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!require_focus || !require_full_focus || (focus_passes && Host_RendererHasFullFocus());
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ControlReference::SetInputGate(focus_passes && full_focus_passes);
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}
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} // namespace Core
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@ -169,6 +169,6 @@ void HostDispatchJobs();
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void DoFrameStep();
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void UpdateInputGate(bool require_focus);
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void UpdateInputGate(bool require_focus, bool require_full_focus = false);
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} // namespace Core
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@ -867,7 +867,8 @@ void Update(u64 ticks)
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if (s_half_line_of_next_si_poll == s_half_line_count)
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{
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Core::UpdateInputGate(!SConfig::GetInstance().m_BackgroundInput);
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Core::UpdateInputGate(!SConfig::GetInstance().m_BackgroundInput,
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SConfig::GetInstance().bLockCursor);
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SerialInterface::UpdateDevices();
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s_half_line_of_next_si_poll += 2 * SerialInterface::GetPollXLines();
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}
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@ -36,6 +36,7 @@ enum class HostMessageID
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std::vector<std::string> Host_GetPreferredLocales();
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bool Host_UIBlocksControllerState();
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bool Host_RendererHasFocus();
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bool Host_RendererHasFullFocus();
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bool Host_RendererIsFullscreen();
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void Host_Message(HostMessageID id);
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@ -24,7 +24,7 @@
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#include "InputCommon/GCPadStatus.h"
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// clang-format off
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constexpr std::array<const char*, 125> s_hotkey_labels{{
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constexpr std::array<const char*, 126> s_hotkey_labels{{
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_trans("Open"),
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_trans("Change Disc"),
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_trans("Eject Disc"),
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@ -35,6 +35,7 @@ constexpr std::array<const char*, 125> s_hotkey_labels{{
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_trans("Toggle Fullscreen"),
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_trans("Take Screenshot"),
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_trans("Exit"),
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_trans("Unlock Cursor"),
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_trans("Activate NetPlay Chat"),
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_trans("Control NetPlay Golf Mode"),
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@ -29,6 +29,7 @@ enum Hotkey
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HK_FULLSCREEN,
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HK_SCREENSHOT,
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HK_EXIT,
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HK_UNLOCK_CURSOR,
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HK_ACTIVATE_CHAT,
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HK_REQUEST_GOLF_CONTROL,
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@ -98,6 +98,12 @@ bool Host_RendererHasFocus()
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return s_platform->IsWindowFocused();
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}
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bool Host_RendererHasFullFocus()
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{
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// Mouse capturing isn't implemented
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return Host_RendererHasFocus();
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}
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bool Host_RendererIsFullscreen()
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{
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return s_platform->IsWindowFullscreen();
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@ -51,6 +51,6 @@ protected:
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Common::Flag m_shutdown_requested{false};
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Common::Flag m_tried_graceful_shutdown{false};
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bool m_window_focus = true;
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bool m_window_focus = true; // Should be made atomic if actually implemented
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bool m_window_fullscreen = false;
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};
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@ -10,6 +10,10 @@
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#include <imgui.h>
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#include "Common/Common.h"
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#include "Core/Config/MainSettings.h"
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@ -49,6 +53,8 @@ Host* Host::GetInstance()
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void Host::SetRenderHandle(void* handle)
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{
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m_render_to_main = Config::Get(Config::MAIN_RENDER_TO_MAIN);
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if (m_render_handle == handle)
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return;
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@ -61,9 +67,27 @@ void Host::SetRenderHandle(void* handle)
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}
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}
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void Host::SetMainWindowHandle(void* handle)
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{
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m_main_window_handle = handle;
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}
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bool Host::GetRenderFocus()
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{
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#ifdef _WIN32
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// Unfortunately Qt calls SetRenderFocus() with a slight delay compared to what we actually need
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// to avoid inputs that cause a focus loss to be processed by the emulation
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if (m_render_to_main)
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return GetForegroundWindow() == (HWND)m_main_window_handle.load();
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return GetForegroundWindow() == (HWND)m_render_handle.load();
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#else
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return m_render_focus;
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#endif
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}
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bool Host::GetRenderFullFocus()
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{
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return m_render_full_focus;
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}
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void Host::SetRenderFocus(bool focus)
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@ -76,6 +100,11 @@ void Host::SetRenderFocus(bool focus)
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});
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}
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void Host::SetRenderFullFocus(bool focus)
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{
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m_render_full_focus = focus;
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}
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bool Host::GetRenderFullscreen()
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{
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return m_render_fullscreen;
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@ -131,6 +160,11 @@ bool Host_RendererHasFocus()
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return Host::GetInstance()->GetRenderFocus();
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}
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bool Host_RendererHasFullFocus()
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{
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return Host::GetInstance()->GetRenderFullFocus();
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}
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bool Host_RendererIsFullscreen()
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{
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return Host::GetInstance()->GetRenderFullscreen();
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@ -23,10 +23,13 @@ public:
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static Host* GetInstance();
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bool GetRenderFocus();
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bool GetRenderFullFocus();
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bool GetRenderFullscreen();
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void SetMainWindowHandle(void* handle);
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void SetRenderHandle(void* handle);
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void SetRenderFocus(bool focus);
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void SetRenderFullFocus(bool focus);
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void SetRenderFullscreen(bool fullscreen);
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void ResizeSurface(int new_width, int new_height);
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void RequestNotifyMapLoaded();
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@ -42,6 +45,9 @@ private:
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Host();
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std::atomic<void*> m_render_handle{nullptr};
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std::atomic<void*> m_main_window_handle{nullptr};
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std::atomic<bool> m_render_to_main{false};
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std::atomic<bool> m_render_focus{false};
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std::atomic<bool> m_render_full_focus{false};
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std::atomic<bool> m_render_fullscreen{false};
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};
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@ -213,6 +213,10 @@ void HotkeyScheduler::Run()
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if (IsHotkey(HK_EXIT))
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emit ExitHotkey();
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// Unlock Cursor
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if (IsHotkey(HK_UNLOCK_CURSOR))
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emit UnlockCursor();
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auto& settings = Settings::Instance();
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// Toggle Chat
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@ -27,6 +27,7 @@ signals:
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void ChangeDisc();
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void ExitHotkey();
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void UnlockCursor();
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void ActivateChat();
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void RequestGolfControl();
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void FullScreenHotkey();
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@ -269,6 +269,8 @@ MainWindow::MainWindow(std::unique_ptr<BootParameters> boot_parameters,
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return;
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}
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}
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Host::GetInstance()->SetMainWindowHandle(reinterpret_cast<void*>(winId()));
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}
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MainWindow::~MainWindow()
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@ -547,6 +549,7 @@ void MainWindow::ConnectHotkeys()
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connect(m_hotkey_scheduler, &HotkeyScheduler::ChangeDisc, this, &MainWindow::ChangeDisc);
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connect(m_hotkey_scheduler, &HotkeyScheduler::EjectDisc, this, &MainWindow::EjectDisc);
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connect(m_hotkey_scheduler, &HotkeyScheduler::ExitHotkey, this, &MainWindow::close);
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connect(m_hotkey_scheduler, &HotkeyScheduler::UnlockCursor, this, &MainWindow::UnlockCursor);
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connect(m_hotkey_scheduler, &HotkeyScheduler::TogglePauseHotkey, this, &MainWindow::TogglePause);
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connect(m_hotkey_scheduler, &HotkeyScheduler::ActivateChat, this, &MainWindow::OnActivateChat);
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connect(m_hotkey_scheduler, &HotkeyScheduler::RequestGolfControl, this,
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@ -813,6 +816,13 @@ bool MainWindow::RequestStop()
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return true;
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}
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const bool rendered_widget_was_active =
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m_render_widget->isActiveWindow() && !m_render_widget->isFullScreen();
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QWidget* confirm_parent = (!m_rendering_to_main && rendered_widget_was_active) ?
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m_render_widget :
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static_cast<QWidget*>(this);
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const bool was_cursor_locked = m_render_widget->IsCursorLocked();
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if (!m_render_widget->isFullScreen())
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m_render_widget_geometry = m_render_widget->saveGeometry();
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else
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@ -833,21 +843,44 @@ bool MainWindow::RequestStop()
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if (pause)
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Core::SetState(Core::State::Paused);
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if (rendered_widget_was_active)
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{
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// We have to do this before creating the message box, otherwise we might receive the window
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// activation event before we know we need to lock the cursor again.
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m_render_widget->SetCursorLockedOnNextActivation(was_cursor_locked);
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}
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// This is to avoid any "race conditions" between the "Window Activate" message and the
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// message box returning, which could break cursor locking depending on the order
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m_render_widget->SetWaitingForMessageBox(true);
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auto confirm = ModalMessageBox::question(
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m_rendering_to_main ? static_cast<QWidget*>(this) : m_render_widget, tr("Confirm"),
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confirm_parent, tr("Confirm"),
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m_stop_requested ? tr("A shutdown is already in progress. Unsaved data "
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"may be lost if you stop the current emulation "
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"before it completes. Force stop?") :
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tr("Do you want to stop the current emulation?"),
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QMessageBox::Yes | QMessageBox::No, QMessageBox::NoButton, Qt::ApplicationModal);
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// If a user confirmed stopping the emulation, we do not capture the cursor again,
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// even if the render widget will stay alive for a while.
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// If a used rejected stopping the emulation, we instead capture the cursor again,
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// and let them continue playing as if nothing had happened
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// (assuming cursor locking is on).
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if (confirm != QMessageBox::Yes)
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{
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m_render_widget->SetWaitingForMessageBox(false);
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if (pause)
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Core::SetState(state);
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return false;
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}
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else
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{
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m_render_widget->SetCursorLockedOnNextActivation(false);
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// This needs to be after SetCursorLockedOnNextActivation(false) as it depends on it
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m_render_widget->SetWaitingForMessageBox(false);
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}
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}
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OnStopRecording();
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@ -917,6 +950,12 @@ void MainWindow::FullScreen()
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}
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}
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void MainWindow::UnlockCursor()
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{
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if (!m_render_widget->isFullScreen())
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m_render_widget->SetCursorLocked(false);
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}
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void MainWindow::ScreenShot()
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{
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Core::SaveScreenShot();
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@ -108,6 +108,7 @@ private:
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void SetFullScreenResolution(bool fullscreen);
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void FullScreen();
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void UnlockCursor();
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void ScreenShot();
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void CreateComponents();
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@ -32,9 +32,16 @@
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#include "DolphinQt/Resources.h"
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#include "DolphinQt/Settings.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VideoConfig.h"
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#ifdef _WIN32
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#include <WinUser.h>
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#include <windef.h>
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#endif
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RenderWidget::RenderWidget(QWidget* parent) : QWidget(parent)
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{
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setWindowTitle(QStringLiteral("Dolphin"));
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@ -79,7 +86,10 @@ RenderWidget::RenderWidget(QWidget* parent) : QWidget(parent)
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connect(&Settings::Instance(), &Settings::HideCursorChanged, this,
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&RenderWidget::OnHideCursorChanged);
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connect(&Settings::Instance(), &Settings::LockCursorChanged, this,
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&RenderWidget::OnLockCursorChanged);
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OnHideCursorChanged();
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OnLockCursorChanged();
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connect(&Settings::Instance(), &Settings::KeepWindowOnTopChanged, this,
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&RenderWidget::OnKeepOnTopChanged);
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OnKeepOnTopChanged(Settings::Instance().IsKeepWindowOnTopEnabled());
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@ -128,7 +138,33 @@ void RenderWidget::dropEvent(QDropEvent* event)
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void RenderWidget::OnHideCursorChanged()
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{
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setCursor(Settings::Instance().GetHideCursor() ? Qt::BlankCursor : Qt::ArrowCursor);
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UpdateCursor();
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}
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void RenderWidget::OnLockCursorChanged()
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{
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SetCursorLocked(false);
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UpdateCursor();
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}
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// Calling this at any time will set the cursor (image) to the correct state
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void RenderWidget::UpdateCursor()
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{
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if (!Settings::Instance().GetLockCursor())
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{
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// Only hide if the cursor is automatically locking (it will hide on lock).
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// "Unhide" the cursor if we lost focus, otherwise it will disappear when hovering
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// on top of the game window in the background
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const bool keep_on_top = (windowFlags() & Qt::WindowStaysOnTopHint) != 0;
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const bool should_hide =
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Settings::Instance().GetHideCursor() &&
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(keep_on_top || SConfig::GetInstance().m_BackgroundInput || isActiveWindow());
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setCursor(should_hide ? Qt::BlankCursor : Qt::ArrowCursor);
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}
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else
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{
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setCursor((m_cursor_locked && Settings::Instance().GetHideCursor()) ? Qt::BlankCursor :
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Qt::ArrowCursor);
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}
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}
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void RenderWidget::OnKeepOnTopChanged(bool top)
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setWindowFlags(top ? windowFlags() | Qt::WindowStaysOnTopHint :
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windowFlags() & ~Qt::WindowStaysOnTopHint);
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m_dont_lock_cursor_on_show = true;
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if (was_visible)
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show();
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m_dont_lock_cursor_on_show = false;
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UpdateCursor();
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}
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void RenderWidget::HandleCursorTimer()
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{
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if (isActiveWindow())
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if (!isActiveWindow())
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return;
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if (!Settings::Instance().GetLockCursor() || m_cursor_locked)
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{
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setCursor(Qt::BlankCursor);
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}
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}
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void RenderWidget::showFullScreen()
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@ -159,6 +203,138 @@ void RenderWidget::showFullScreen()
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emit SizeChanged(width() * dpr, height() * dpr);
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}
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// Lock the cursor within the window/widget internal borders, including the aspect ratio if wanted
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void RenderWidget::SetCursorLocked(bool locked, bool follow_aspect_ratio)
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{
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// It seems like QT doesn't scale the window frame correctly with some DPIs
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// so it might happen that the locked cursor can be on the frame of the window,
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// being able to resize it, but that is a minor problem.
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// As a hack, if necessary, we could always scale down the size by 2 pixel, to a min of 1 given
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// that the size can be 0 already. We probably shouldn't scale axes already scaled by aspect ratio
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QRect render_rect = geometry();
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if (parentWidget())
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{
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render_rect.moveTopLeft(parentWidget()->mapToGlobal(render_rect.topLeft()));
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}
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auto scale = devicePixelRatioF(); // Seems to always be rounded on Win. Should we round results?
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QPoint screen_offset = QPoint(0, 0);
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if (window()->windowHandle() && window()->windowHandle()->screen())
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{
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screen_offset = window()->windowHandle()->screen()->geometry().topLeft();
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}
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render_rect.moveTopLeft(((render_rect.topLeft() - screen_offset) * scale) + screen_offset);
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render_rect.setSize(render_rect.size() * scale);
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if (follow_aspect_ratio)
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{
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// TODO: SetCursorLocked() should be re-called every time this value is changed?
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// This might cause imprecisions of one pixel (but it won't cause the cursor to go over borders)
|
||||
Common::Vec2 aspect_ratio = g_controller_interface.GetWindowInputScale();
|
||||
if (aspect_ratio.x > 1.f)
|
||||
{
|
||||
const float new_half_width = float(render_rect.width()) / (aspect_ratio.x * 2.f);
|
||||
// Only ceil if it was >= 0.25
|
||||
const float ceiled_new_half_width = std::ceil(std::round(new_half_width * 2.f) / 2.f);
|
||||
const int x_center = render_rect.center().x();
|
||||
// Make a guess on which one to floor and ceil.
|
||||
// For more precision, we should have kept the rounding point scale from above as well.
|
||||
render_rect.setLeft(x_center - std::floor(new_half_width));
|
||||
render_rect.setRight(x_center + ceiled_new_half_width);
|
||||
}
|
||||
if (aspect_ratio.y > 1.f)
|
||||
{
|
||||
const float new_half_height = render_rect.height() / (aspect_ratio.y * 2.f);
|
||||
const float ceiled_new_half_height = std::ceil(std::round(new_half_height * 2.f) / 2.f);
|
||||
const int y_center = render_rect.center().y();
|
||||
render_rect.setTop(y_center - std::floor(new_half_height));
|
||||
render_rect.setBottom(y_center + ceiled_new_half_height);
|
||||
}
|
||||
}
|
||||
|
||||
if (locked)
|
||||
{
|
||||
#ifdef _WIN32
|
||||
RECT rect;
|
||||
rect.left = render_rect.left();
|
||||
rect.right = render_rect.right();
|
||||
rect.top = render_rect.top();
|
||||
rect.bottom = render_rect.bottom();
|
||||
|
||||
if (ClipCursor(&rect))
|
||||
#else
|
||||
// TODO: implement on other platforms. Probably XGrabPointer on Linux.
|
||||
// The setting is hidden in the UI if not implemented
|
||||
if (false)
|
||||
#endif
|
||||
{
|
||||
m_cursor_locked = true;
|
||||
|
||||
if (Settings::Instance().GetHideCursor())
|
||||
{
|
||||
setCursor(Qt::BlankCursor);
|
||||
}
|
||||
|
||||
Host::GetInstance()->SetRenderFullFocus(true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef _WIN32
|
||||
ClipCursor(nullptr);
|
||||
#endif
|
||||
|
||||
if (m_cursor_locked)
|
||||
{
|
||||
m_cursor_locked = false;
|
||||
|
||||
if (!Settings::Instance().GetLockCursor())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Center the mouse in the window if it's still active
|
||||
// Leave it where it was otherwise, e.g. a prompt has opened or we alt tabbed.
|
||||
if (isActiveWindow())
|
||||
{
|
||||
cursor().setPos(render_rect.left() + render_rect.width() / 2,
|
||||
render_rect.top() + render_rect.height() / 2);
|
||||
}
|
||||
|
||||
// Show the cursor or the user won't know the mouse is now unlocked
|
||||
setCursor(Qt::ArrowCursor);
|
||||
|
||||
Host::GetInstance()->SetRenderFullFocus(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RenderWidget::SetCursorLockedOnNextActivation(bool locked)
|
||||
{
|
||||
if (Settings::Instance().GetLockCursor())
|
||||
{
|
||||
m_lock_cursor_on_next_activation = locked;
|
||||
return;
|
||||
}
|
||||
m_lock_cursor_on_next_activation = false;
|
||||
}
|
||||
|
||||
void RenderWidget::SetWaitingForMessageBox(bool waiting_for_message_box)
|
||||
{
|
||||
if (m_waiting_for_message_box == waiting_for_message_box)
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_waiting_for_message_box = waiting_for_message_box;
|
||||
if (!m_waiting_for_message_box && m_lock_cursor_on_next_activation && isActiveWindow())
|
||||
{
|
||||
if (Settings::Instance().GetLockCursor())
|
||||
{
|
||||
SetCursorLocked(true);
|
||||
}
|
||||
m_lock_cursor_on_next_activation = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool RenderWidget::event(QEvent* event)
|
||||
{
|
||||
PassEventToImGui(event);
|
||||
|
@ -178,23 +354,67 @@ bool RenderWidget::event(QEvent* event)
|
|||
|
||||
break;
|
||||
}
|
||||
// Needed in case a new window open and it moves the mouse
|
||||
case QEvent::WindowBlocked:
|
||||
SetCursorLocked(false);
|
||||
break;
|
||||
case QEvent::MouseButtonPress:
|
||||
if (!Settings::Instance().GetHideCursor() && isActiveWindow())
|
||||
if (isActiveWindow())
|
||||
{
|
||||
setCursor(Qt::ArrowCursor);
|
||||
m_mouse_timer->start(MOUSE_HIDE_DELAY);
|
||||
// Lock the cursor with any mouse button click (behave the same as window focus change).
|
||||
// This event is occasionally missed because isActiveWindow is laggy
|
||||
if (Settings::Instance().GetLockCursor() && event->type() == QEvent::MouseButtonPress)
|
||||
{
|
||||
SetCursorLocked(true);
|
||||
}
|
||||
// Unhide on movement
|
||||
if (!Settings::Instance().GetHideCursor())
|
||||
{
|
||||
setCursor(Qt::ArrowCursor);
|
||||
m_mouse_timer->start(MOUSE_HIDE_DELAY);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case QEvent::WinIdChange:
|
||||
emit HandleChanged(reinterpret_cast<void*>(winId()));
|
||||
break;
|
||||
case QEvent::Show:
|
||||
// Don't do if "stay on top" changed (or was true)
|
||||
if (Settings::Instance().GetLockCursor() && Settings::Instance().GetHideCursor() &&
|
||||
!m_dont_lock_cursor_on_show)
|
||||
{
|
||||
// Auto lock when this window is shown (it was hidden)
|
||||
if (isActiveWindow())
|
||||
SetCursorLocked(true);
|
||||
else
|
||||
SetCursorLockedOnNextActivation();
|
||||
}
|
||||
break;
|
||||
// Note that this event in Windows is not always aligned to the window that is highlighted,
|
||||
// it's the window that has keyboard and mouse focus
|
||||
case QEvent::WindowActivate:
|
||||
if (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::State::Paused)
|
||||
Core::SetState(Core::State::Running);
|
||||
|
||||
UpdateCursor();
|
||||
|
||||
// Avoid "race conditions" with message boxes
|
||||
if (m_lock_cursor_on_next_activation && !m_waiting_for_message_box)
|
||||
{
|
||||
if (Settings::Instance().GetLockCursor())
|
||||
{
|
||||
SetCursorLocked(true);
|
||||
}
|
||||
m_lock_cursor_on_next_activation = false;
|
||||
}
|
||||
|
||||
emit FocusChanged(true);
|
||||
break;
|
||||
case QEvent::WindowDeactivate:
|
||||
SetCursorLocked(false);
|
||||
|
||||
UpdateCursor();
|
||||
|
||||
if (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::State::Running)
|
||||
{
|
||||
// If we are declared as the CPU thread, it means that the real CPU thread is waiting
|
||||
|
@ -206,8 +426,13 @@ bool RenderWidget::event(QEvent* event)
|
|||
|
||||
emit FocusChanged(false);
|
||||
break;
|
||||
case QEvent::Move:
|
||||
SetCursorLocked(m_cursor_locked);
|
||||
break;
|
||||
case QEvent::Resize:
|
||||
{
|
||||
SetCursorLocked(m_cursor_locked);
|
||||
|
||||
const QResizeEvent* se = static_cast<QResizeEvent*>(event);
|
||||
QSize new_size = se->size();
|
||||
|
||||
|
@ -218,14 +443,18 @@ bool RenderWidget::event(QEvent* event)
|
|||
emit SizeChanged(new_size.width() * dpr, new_size.height() * dpr);
|
||||
break;
|
||||
}
|
||||
// Happens when we add/remove the widget from the main window instead of the dedicated one
|
||||
case QEvent::ParentChange:
|
||||
SetCursorLocked(false);
|
||||
break;
|
||||
case QEvent::WindowStateChange:
|
||||
// Lock the mouse again when fullscreen changes (we might have missed some events)
|
||||
SetCursorLocked(m_cursor_locked || (isFullScreen() && Settings::Instance().GetLockCursor()));
|
||||
emit StateChanged(isFullScreen());
|
||||
break;
|
||||
case QEvent::Close:
|
||||
emit Closed();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return QWidget::event(event);
|
||||
}
|
||||
|
|
|
@ -20,6 +20,10 @@ public:
|
|||
bool event(QEvent* event) override;
|
||||
void showFullScreen();
|
||||
QPaintEngine* paintEngine() const override;
|
||||
bool IsCursorLocked() const { return m_cursor_locked; }
|
||||
void SetCursorLockedOnNextActivation(bool locked = true);
|
||||
void SetWaitingForMessageBox(bool waiting_for_message_box);
|
||||
void SetCursorLocked(bool locked, bool follow_aspect_ratio = true);
|
||||
|
||||
signals:
|
||||
void EscapePressed();
|
||||
|
@ -32,7 +36,9 @@ signals:
|
|||
private:
|
||||
void HandleCursorTimer();
|
||||
void OnHideCursorChanged();
|
||||
void OnLockCursorChanged();
|
||||
void OnKeepOnTopChanged(bool top);
|
||||
void UpdateCursor();
|
||||
void PassEventToImGui(const QEvent* event);
|
||||
void SetImGuiKeyMap();
|
||||
void dragEnterEvent(QDragEnterEvent* event) override;
|
||||
|
@ -41,4 +47,8 @@ private:
|
|||
static constexpr int MOUSE_HIDE_DELAY = 3000;
|
||||
QTimer* m_mouse_timer;
|
||||
QPoint m_last_mouse{};
|
||||
bool m_cursor_locked = false;
|
||||
bool m_lock_cursor_on_next_activation = false;
|
||||
bool m_dont_lock_cursor_on_show = false;
|
||||
bool m_waiting_for_message_box = false;
|
||||
};
|
||||
|
|
|
@ -280,6 +280,17 @@ bool Settings::GetHideCursor() const
|
|||
return SConfig::GetInstance().bHideCursor;
|
||||
}
|
||||
|
||||
void Settings::SetLockCursor(bool lock_cursor)
|
||||
{
|
||||
SConfig::GetInstance().bLockCursor = lock_cursor;
|
||||
emit LockCursorChanged();
|
||||
}
|
||||
|
||||
bool Settings::GetLockCursor() const
|
||||
{
|
||||
return SConfig::GetInstance().bLockCursor;
|
||||
}
|
||||
|
||||
void Settings::SetKeepWindowOnTop(bool top)
|
||||
{
|
||||
if (IsKeepWindowOnTopEnabled() == top)
|
||||
|
|
|
@ -100,6 +100,8 @@ public:
|
|||
// Graphics
|
||||
void SetHideCursor(bool hide_cursor);
|
||||
bool GetHideCursor() const;
|
||||
void SetLockCursor(bool lock_cursor);
|
||||
bool GetLockCursor() const;
|
||||
void SetKeepWindowOnTop(bool top);
|
||||
bool IsKeepWindowOnTopEnabled() const;
|
||||
|
||||
|
@ -168,6 +170,7 @@ signals:
|
|||
void MetadataRefreshCompleted();
|
||||
void AutoRefreshToggled(bool enabled);
|
||||
void HideCursorChanged();
|
||||
void LockCursorChanged();
|
||||
void KeepWindowOnTopChanged(bool top);
|
||||
void VolumeChanged(int volume);
|
||||
void NANDRefresh();
|
||||
|
|
|
@ -171,6 +171,14 @@ void InterfacePane::CreateInGame()
|
|||
m_checkbox_show_active_title = new QCheckBox(tr("Show Active Title in Window Title"));
|
||||
m_checkbox_pause_on_focus_lost = new QCheckBox(tr("Pause on Focus Loss"));
|
||||
m_checkbox_hide_mouse = new QCheckBox(tr("Always Hide Mouse Cursor"));
|
||||
m_checkbox_lock_mouse = new QCheckBox(tr("Lock Mouse Cursor"));
|
||||
|
||||
m_checkbox_hide_mouse->setToolTip(
|
||||
tr("Will immediately hide the Mouse Cursor when it hovers on top of the Render Widget, "
|
||||
"otherwise "
|
||||
"there is a delay.\nIf \"Lock Mouse Cursor\" is enabled, it will hide on Mouse locked"));
|
||||
m_checkbox_lock_mouse->setToolTip(tr("Will lock the Mouse Cursor to the Render Widget as long as "
|
||||
"it has focus. You can set a hotkey to unlock it."));
|
||||
|
||||
groupbox_layout->addWidget(m_checkbox_top_window);
|
||||
groupbox_layout->addWidget(m_checkbox_confirm_on_stop);
|
||||
|
@ -179,6 +187,9 @@ void InterfacePane::CreateInGame()
|
|||
groupbox_layout->addWidget(m_checkbox_show_active_title);
|
||||
groupbox_layout->addWidget(m_checkbox_pause_on_focus_lost);
|
||||
groupbox_layout->addWidget(m_checkbox_hide_mouse);
|
||||
#ifdef _WIN32
|
||||
groupbox_layout->addWidget(m_checkbox_lock_mouse);
|
||||
#endif
|
||||
}
|
||||
|
||||
void InterfacePane::ConnectLayout()
|
||||
|
@ -203,6 +214,8 @@ void InterfacePane::ConnectLayout()
|
|||
connect(m_checkbox_pause_on_focus_lost, &QCheckBox::toggled, this, &InterfacePane::OnSaveConfig);
|
||||
connect(m_checkbox_hide_mouse, &QCheckBox::toggled, &Settings::Instance(),
|
||||
&Settings::SetHideCursor);
|
||||
connect(m_checkbox_lock_mouse, &QCheckBox::toggled, &Settings::Instance(),
|
||||
&Settings::SetLockCursor);
|
||||
connect(m_checkbox_use_userstyle, &QCheckBox::toggled, this, &InterfacePane::OnSaveConfig);
|
||||
}
|
||||
|
||||
|
@ -239,6 +252,7 @@ void InterfacePane::LoadConfig()
|
|||
m_checkbox_use_covers->setChecked(Config::Get(Config::MAIN_USE_GAME_COVERS));
|
||||
m_checkbox_focused_hotkeys->setChecked(Config::Get(Config::MAIN_FOCUSED_HOTKEYS));
|
||||
m_checkbox_hide_mouse->setChecked(Settings::Instance().GetHideCursor());
|
||||
m_checkbox_lock_mouse->setChecked(Settings::Instance().GetLockCursor());
|
||||
m_checkbox_disable_screensaver->setChecked(Config::Get(Config::MAIN_DISABLE_SCREENSAVER));
|
||||
}
|
||||
|
||||
|
|
|
@ -45,4 +45,5 @@ private:
|
|||
QCheckBox* m_checkbox_show_active_title;
|
||||
QCheckBox* m_checkbox_pause_on_focus_lost;
|
||||
QCheckBox* m_checkbox_hide_mouse;
|
||||
QCheckBox* m_checkbox_lock_mouse;
|
||||
};
|
||||
|
|
|
@ -39,6 +39,10 @@ bool Host_RendererHasFocus()
|
|||
{
|
||||
return false;
|
||||
}
|
||||
bool Host_RendererHasFullFocus()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
bool Host_RendererIsFullscreen()
|
||||
{
|
||||
return false;
|
||||
|
|
|
@ -43,6 +43,10 @@ bool Host_RendererHasFocus()
|
|||
{
|
||||
return false;
|
||||
}
|
||||
bool Host_RendererHasFullFocus()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
bool Host_RendererIsFullscreen()
|
||||
{
|
||||
return false;
|
||||
|
|
Loading…
Reference in New Issue