// Copyright 2015 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "DolphinQt/Host.h" #include #include #include #include #ifdef _WIN32 #include #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" 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::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); if (g_controller_interface.IsInit()) 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) 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 Host_GetPreferredLocales() { const QStringList ui_languages = QLocale::system().uiLanguages(); std::vector 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 }