Qt: Avoid stuck in temporary render-to-separate mode
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@ -121,6 +121,11 @@ bool QtHost::IsSystemValid()
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return s_system_valid;
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}
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bool QtHost::IsFullscreenUIStarted()
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{
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return s_fullscreen_ui_started;
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}
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const QString& QtHost::GetCurrentGameTitle()
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{
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return s_current_game_title;
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@ -1987,8 +1992,8 @@ bool MainWindow::shouldHideMouseCursor() const
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bool MainWindow::shouldHideMainWindow() const
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{
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return Host::GetBoolSettingValue("Main", "HideMainWindowWhenRunning", false) ||
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(QtHost::CanRenderToMainWindow() && isRenderingFullscreen()) || QtHost::InNoGUIMode();
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return Host::GetBoolSettingValue("Main", "HideMainWindowWhenRunning", false) || QtHost::CanRenderToMainWindow() ||
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QtHost::InNoGUIMode();
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}
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void MainWindow::switchToGameListView()
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@ -2616,7 +2621,8 @@ bool MainWindow::requestShutdown(bool allow_confirm /* = true */, bool allow_sav
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save_state = save_cb->isChecked();
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// Don't switch back to fullscreen when we're shutting down anyway.
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lock.cancelResume();
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if (!QtHost::IsFullscreenUIStarted())
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lock.cancelResume();
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}
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// This is a little bit annoying. Qt will close everything down if we don't have at least one window visible,
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@ -1166,7 +1166,7 @@ void EmuThread::confirmActionIfMemoryCardBusy(const QString& action, bool cancel
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"seconds for it to finish saving.\n\nDo you want to %1 anyway?")
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.arg(action)) != QMessageBox::No);
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if (cancel_resume_on_accept)
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if (cancel_resume_on_accept && !QtHost::IsFullscreenUIStarted())
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lock.cancelResume();
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Host::RunOnCPUThread([result, callback = std::move(callback)]() { callback(result); });
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@ -382,6 +382,9 @@ bool ShouldShowDebugOptions();
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bool IsSystemValid();
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bool IsSystemPaused();
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/// Returns true if fullscreen UI is requested.
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bool IsFullscreenUIStarted();
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/// Returns true if any lock is in place.
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bool IsSystemLocked();
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