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Big restructuring of how the video plugin works. In linux and windows you shouldn't see a change in the functionality; however, there are changes in how render to main or not, and fullscreen modes, and such are handled. Input is largely restructured for the video plugin. It is now handled by the host. Keys for pausing and changing fullscreen are configurable. More will probably be later. This is probably classified as highly experimental.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5336 8ced0084-cf51-0410-be5f-012b33b47a6e
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53 changed files with 1003 additions and 1649 deletions
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@ -382,32 +382,11 @@ unsigned int Wiimote_GetAttachedControllers()
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// Supporting functions
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// Check if Dolphin is in focus
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// Check if the render window is in focus
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bool IsFocus()
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{
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#ifdef _WIN32
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HWND RenderingWindow = g_WiimoteInitialize.hWnd;
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HWND Parent = GetParent(RenderingWindow);
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HWND TopLevel = GetParent(Parent);
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// Support both rendering to main window and not
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if (GetForegroundWindow() == TopLevel || GetForegroundWindow() == RenderingWindow)
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return true;
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else
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return false;
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#elif defined HAVE_X11 && HAVE_X11
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Window GLWin = *(Window *)g_WiimoteInitialize.pXWindow;
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bool bFocus = False;
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#if defined(HAVE_GTK2) && HAVE_GTK2 && defined(wxGTK)
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bFocus = (wxPanel *)g_WiimoteInitialize.pPanel == wxWindow::FindFocus();
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#endif
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Window FocusWin;
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int Revert;
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XGetInputFocus(WMdisplay, &FocusWin, &Revert);
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return (GLWin == FocusWin || bFocus);
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#else
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return true;
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#endif
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return g_WiimoteInitialize.pRendererHasFocus();
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}
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/* Returns a timestamp with three decimals for precise time comparisons. The return format is
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