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Fix the following bug: * Have a moveable ImGui overlay enabled, such as the Statistics window. * Pause the game. * Click and hold on the overlay's title bar as if you were going to move it. Because the screen isn't updating while the game is paused, you won't be able to actually move the overlay. * Press the Frame Advance hotkey several times until it stops responding. At this point emulation hotkeys are no longer responsive. This can be resolved by selecting Play from the toolbar or menu, or selecting Frame Advance from the menu a couple times, but it's annoying and not obvious what's gone wrong or how to fix it. Why the bug is happening: * Doing a framestep while clicking on the overlay title bar causes ImGui to set IO.WantCaptureKeyboard to true, indicating that ImGui is requesting Dolphin ignore any keyboard events while the overlay is being interacted with. * Dolphin complies with this request, causing Host_UIBlocksControllerState to return true and thus setting the input gate to ignore input. * IO.WantCaptureKeyboard is only updated when ImGui::NewFrame() is called, which only happens at the end of each present. It thus remains true indefinitely since the game paused after the last framestep, and so Dolphin ignores any hotkeys such as the framestep or play keys. The fix: Ignore IO.WantCaptureKeyboard when the game is paused. ImGui can't meaningfully capture input anyway when the game is paused, so this shouldn't cause any problems elsewhere. Once async presentation is implemented we'll want to revert this change, both because it'll become unnecessary and because ImGui will be able to do stuff while paused and so suppressing emulation hotkeys will actually be useful.
341 lines
8.9 KiB
C++
341 lines
8.9 KiB
C++
// Copyright 2015 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "DolphinQt/Host.h"
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#include <functional>
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#include <QAbstractEventDispatcher>
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#include <QApplication>
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#include <QLocale>
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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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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/Debugger/PPCDebugInterface.h"
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#include "Core/Host.h"
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#include "Core/NetPlayProto.h"
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#include "Core/PowerPC/PowerPC.h"
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#include "Core/State.h"
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#include "Core/System.h"
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#ifdef HAS_LIBMGBA
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#include "DolphinQt/GBAWidget.h"
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#endif
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#include "DolphinQt/QtUtils/QueueOnObject.h"
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#include "DolphinQt/Settings.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "UICommon/DiscordPresence.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/Present.h"
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#include "VideoCommon/VideoConfig.h"
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Host::Host()
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{
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State::SetOnAfterLoadCallback([] { Host_UpdateDisasmDialog(); });
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}
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Host::~Host()
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{
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State::SetOnAfterLoadCallback(nullptr);
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}
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Host* Host::GetInstance()
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{
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static Host* s_instance = new Host();
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return s_instance;
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}
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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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m_render_handle = handle;
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if (g_presenter)
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{
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g_presenter->ChangeSurface(handle);
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g_controller_interface.ChangeWindow(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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static void RunWithGPUThreadInactive(std::function<void()> f)
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{
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// Potentially any thread which shows panic alerts can be blocked on this returning.
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// This means that, in order to avoid deadlocks, we need to be careful with how we
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// synchronize with other threads. Note that the panic alert handler temporarily declares
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// us as the CPU and/or GPU thread if the panic alert was requested by that thread.
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// TODO: What about the unlikely case where the GPU thread calls the panic alert handler
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// while the panic alert handler is processing a panic alert from the CPU thread?
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if (Core::IsGPUThread())
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{
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// If we are the GPU thread, we can't call Core::PauseAndLock without getting a deadlock,
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// since it would try to pause the GPU thread while that thread is waiting for us.
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// However, since we know that the GPU thread is inactive, we can just run f directly.
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f();
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}
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else if (Core::IsCPUThread())
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{
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// If we are the CPU thread in dual core mode, we can't call Core::PauseAndLock, for the
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// same reason as above. Instead, we use Fifo::PauseAndLock to pause the GPU thread only.
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// (Note that this case cannot be reached in single core mode, because in single core mode,
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// the CPU and GPU threads are the same thread, and we already checked for the GPU thread.)
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auto& system = Core::System::GetInstance();
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const bool was_running = Core::GetState(system) == Core::State::Running;
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auto& fifo = system.GetFifo();
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fifo.PauseAndLock(true, was_running);
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f();
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fifo.PauseAndLock(false, was_running);
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}
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else
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{
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// If we reach here, we can call Core::PauseAndLock (which we do using a CPUThreadGuard).
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const Core::CPUThreadGuard guard(Core::System::GetInstance());
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f();
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}
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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 && !m_render_fullscreen)
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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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{
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m_render_focus = focus;
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if (g_gfx && m_render_fullscreen && g_ActiveConfig.ExclusiveFullscreenEnabled())
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{
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RunWithGPUThreadInactive([focus] {
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if (!Config::Get(Config::MAIN_RENDER_TO_MAIN))
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g_gfx->SetFullscreen(focus);
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});
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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::GetGBAFocus()
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{
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#ifdef HAS_LIBMGBA
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return qobject_cast<GBAWidget*>(QApplication::activeWindow()) != nullptr;
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#else
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return false;
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#endif
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}
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bool Host::GetTASInputFocus() const
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{
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return m_tas_input_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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}
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void Host::SetRenderFullscreen(bool fullscreen)
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{
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m_render_fullscreen = fullscreen;
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if (g_gfx && g_gfx->IsFullscreen() != fullscreen && g_ActiveConfig.ExclusiveFullscreenEnabled())
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{
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RunWithGPUThreadInactive([fullscreen] { g_gfx->SetFullscreen(fullscreen); });
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}
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}
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void Host::SetTASInputFocus(const bool focus)
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{
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m_tas_input_focus = focus;
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}
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void Host::ResizeSurface(int new_width, int new_height)
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{
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if (g_presenter)
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g_presenter->ResizeSurface();
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}
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std::vector<std::string> Host_GetPreferredLocales()
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{
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const QStringList ui_languages = QLocale::system().uiLanguages();
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std::vector<std::string> converted_languages(ui_languages.size());
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for (int i = 0; i < ui_languages.size(); ++i)
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converted_languages[i] = ui_languages[i].toStdString();
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return converted_languages;
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}
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void Host_Message(HostMessageID id)
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{
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if (id == HostMessageID::WMUserStop)
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{
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emit Host::GetInstance()->RequestStop();
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}
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else if (id == HostMessageID::WMUserJobDispatch)
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{
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// Just poke the main thread to get it to wake up, job dispatch
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// will happen automatically before it goes back to sleep again.
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QAbstractEventDispatcher::instance(qApp->thread())->wakeUp();
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}
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}
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void Host_UpdateTitle(const std::string& title)
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{
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emit Host::GetInstance()->RequestTitle(QString::fromStdString(title));
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}
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bool Host_RendererHasFocus()
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{
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return Host::GetInstance()->GetRenderFocus() || Host::GetInstance()->GetGBAFocus();
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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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}
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bool Host_TASInputHasFocus()
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{
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return Host::GetInstance()->GetTASInputFocus();
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}
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void Host_YieldToUI()
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{
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qApp->processEvents(QEventLoop::ExcludeUserInputEvents);
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}
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void Host_UpdateDisasmDialog()
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{
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if (Settings::Instance().GetIsContinuouslyFrameStepping())
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return;
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QueueOnObject(QApplication::instance(), [] { emit Host::GetInstance()->UpdateDisasmDialog(); });
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}
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void Host_JitCacheInvalidation()
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{
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QueueOnObject(QApplication::instance(), [] { emit Host::GetInstance()->JitCacheInvalidation(); });
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}
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void Host_JitProfileDataWiped()
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{
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QueueOnObject(QApplication::instance(), [] { emit Host::GetInstance()->JitProfileDataWiped(); });
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}
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void Host_PPCSymbolsChanged()
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{
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QueueOnObject(QApplication::instance(), [] { emit Host::GetInstance()->PPCSymbolsChanged(); });
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}
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void Host_PPCBreakpointsChanged()
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{
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QueueOnObject(QApplication::instance(),
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[] { emit Host::GetInstance()->PPCBreakpointsChanged(); });
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}
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// We ignore these, and their purpose should be questioned individually.
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// In particular, RequestRenderWindowSize, RequestFullscreen, and
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// UpdateMainFrame should almost certainly be removed.
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void Host_UpdateMainFrame()
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{
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}
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void Host_RequestRenderWindowSize(int w, int h)
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{
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emit Host::GetInstance()->RequestRenderSize(w, h);
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}
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bool Host_UIBlocksControllerState()
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{
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// TODO: Remove the Paused check once async presentation is implemented.
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return ImGui::GetCurrentContext() && ImGui::GetIO().WantCaptureKeyboard &&
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Core::GetState(Core::System::GetInstance()) != Core::State::Paused;
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}
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void Host_RefreshDSPDebuggerWindow()
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{
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}
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void Host_TitleChanged()
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{
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#ifdef USE_DISCORD_PRESENCE
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// TODO: Not sure if the NetPlay check is needed.
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if (!NetPlay::IsNetPlayRunning())
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Discord::UpdateDiscordPresence();
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#endif
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}
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void Host_UpdateDiscordClientID(const std::string& client_id)
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{
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#ifdef USE_DISCORD_PRESENCE
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Discord::UpdateClientID(client_id);
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#endif
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}
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bool Host_UpdateDiscordPresenceRaw(const std::string& details, const std::string& state,
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const std::string& large_image_key,
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const std::string& large_image_text,
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const std::string& small_image_key,
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const std::string& small_image_text,
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const int64_t start_timestamp, const int64_t end_timestamp,
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const int party_size, const int party_max)
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{
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#ifdef USE_DISCORD_PRESENCE
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return Discord::UpdateDiscordPresenceRaw(details, state, large_image_key, large_image_text,
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small_image_key, small_image_text, start_timestamp,
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end_timestamp, party_size, party_max);
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#else
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return false;
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#endif
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}
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#ifndef HAS_LIBMGBA
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std::unique_ptr<GBAHostInterface> Host_CreateGBAHost(std::weak_ptr<HW::GBA::Core> core)
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{
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return nullptr;
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}
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#endif
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