- Don't quit on stop if force boot was set
- Don't stop the emulator on gs_frame close when it was already stopped. This would remove the force boot flag by mistake.
- fix headers
- update cursor whenever the mouse is moved
- unify cursor logic
- move m_mouse_hide_and_lock logic to handle_cursor (toggle_fullscreen is the trigger, not the handler)
- disable mouse lock and idle timer if the window is inactive
Used to access get_mouse_lock_state rather than going through the QWindow property tables.
Modify mouse hide and lock to default OFF when entering Windowed mode, and to default ON when entering Fullscreen unless 'show cursor in fullscreen' is configured
This should address the second point of #4502.
A few notes:
1. it changes the current behaviour of the 'Fullscreen cursor'. Currently it defaults to be captive. This changes it so that it defaults to NOT being captive, but can be made captive with the CTRL+L key combination.
2. There are situations when in windowed mode it's possible to escape the captivity (it's like a minigame if you will). This requires the mouse movement to exceed the bounds of the window in a single event scan. It will just show up as a temporary visibility of the cursor when outside of the window bounds. It's not too difficult to 'fix', but might not be a likely enough scenario to warrant either.
3. There currently isn't an ability to change what this keyboard combo maps to, but it's inline with a collection of other similar keyboard mappings. I think adding such a more generic keyboard mapping system (not for just keypad items, but system items.. e.g. so that Emulator stop could be mapped to something other than CTRL+S etc) is a bit out-of-scope of this particular PR.
Fixed indenting
Renamed click callback argument from 'val'->'checked'
Converted m_gui re-usage to just reference ui
Removed implicit capture from spinbox lambda
Corrected millisecond acronym from mS->ms
Removed superfluous QTimer include in gs_frame.cpp
In line with the Show Cursor in Fullscreen settings, these settings are only updated when the render window is first launched, and not during the game.
This could be revised (along with the Fullscreen Cursor) if it's more desired.
This is just some workaround until we either use a different input api for keyboards or until we refactor the keyboard_pad_handler to use Qt with native scan codes
Modules/cellGem: Fix name for gem_image_state.
Modules/cellGem: Implement projectiion(x/y) in gem_image_State for mouse.
Modules/cellGem: Add cross, triangle, circle and start with use middle click for mouse.
Modules/cellGem: Refactor global code.
Modules/cellGem: fix some warning with initializing value.
- Removes a lot of wm_event code that was used to perform window management and is no longer needed.
- Significantly simplifies the vulkan code.
- Implements resource management when vulkan window is minimized to allow resources to be freed.
- NVIDIA drivers hook into the msq before our nativeEvent handler. This means NV is aware of events before rpcs3 is aware of them and sometimes stops until a new event is triggered.
If rpcs3 is inside a driver call at this time, the system will deadlock since the driver waits for msq which waits for the renderer which waits for the driver.
- Use explicit hook management to control window events
- Add fence timeout to attempt detection of surface loss events