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Qt/macOS: Keep Fullscreen on the main window
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@@ -1202,6 +1202,21 @@ void MainWindow::updateDisplayRelatedActions(bool has_surface, bool render_to_ma
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QSignalBlocker blocker(m_ui.actionToolbarFullscreen);
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m_ui.actionToolbarFullscreen->setChecked(fullscreen);
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}
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#ifdef __APPLE__
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if (render_to_main && fullscreen)
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{
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m_ui.toolBar->setVisible(false);
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m_ui.statusBar->setVisible(false);
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}
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else
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{
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m_ui.toolBar->setVisible(m_ui.actionViewToolbar->isChecked());
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m_ui.statusBar->setVisible(m_ui.actionViewStatusBar->isChecked());
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}
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m_ui.actionViewToolbar->setEnabled(!(render_to_main && fullscreen));
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m_ui.actionViewStatusBar->setEnabled(!(render_to_main && fullscreen));
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#endif
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}
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void MainWindow::updateStatusBarWidgetVisibility()
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@@ -1376,6 +1391,12 @@ bool MainWindow::isRenderingFullscreen() const
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if (!MTGS::IsOpen() || !m_display_surface)
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return false;
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#ifdef __APPLE__
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// When rendering to main, the main window is what goes fullscreen.
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if (isRenderingToMain())
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return isFullScreen();
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#endif
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return m_display_surface->isFullScreen();
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}
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@@ -1394,7 +1415,12 @@ bool MainWindow::shouldHideMainWindow() const
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{
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// NOTE: We can't use isRenderingToMain() here, because this happens post-fullscreen-switch.
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return (Host::GetBoolSettingValue("UI", "HideMainWindowWhenRunning", false) && !g_emu_thread->shouldRenderToMain()) ||
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#ifdef __APPLE__
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// macOS keeps fullscreen on the main window so don't hide it there.
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(g_emu_thread->shouldRenderToMain() && (g_emu_thread->isExclusiveFullscreen() || m_is_temporarily_windowed)) ||
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#else
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(g_emu_thread->shouldRenderToMain() && (isRenderingFullscreen() || g_emu_thread->isExclusiveFullscreen() || m_is_temporarily_windowed)) ||
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#endif
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Host::InNoGUIMode();
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}
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@@ -2796,6 +2822,27 @@ std::optional<WindowInfo> MainWindow::acquireRenderWindow(bool recreate_window,
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return m_display_surface->getWindowInfo();
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}
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#ifdef __APPLE__
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// Skip recreating when toggling fullscreen if we're still rendering to main.
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if (m_display_created && !recreate_window && is_rendering_to_main && render_to_main && !changing_surfaceless)
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{
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updateDisplayRelatedActions(true, true, fullscreen);
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if (fullscreen)
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showFullScreen();
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else
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showNormal();
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while (!m_is_closing && isFullScreen() != fullscreen)
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QApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
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updateDisplayWidgetCursor();
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m_display_surface->setFocus();
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updateWindowState();
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return m_display_surface->getWindowInfo();
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}
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#endif
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destroyDisplayWidget(surfaceless);
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m_display_created = true;
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@@ -2835,14 +2882,23 @@ void MainWindow::createDisplayWidget(bool fullscreen, bool render_to_main)
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{
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// If we're rendering to main and were hidden (e.g. coming back from fullscreen),
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// make sure we're visible before trying to add ourselves. Otherwise Wayland breaks.
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#ifdef __APPLE__
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// On macOS the main window itself goes fullscreen so it needs to be visible then too.
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if (render_to_main && !isVisible())
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#else
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if (!fullscreen && render_to_main && !isVisible())
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#endif
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{
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setVisible(true);
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QGuiApplication::sync();
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}
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m_display_surface = new DisplaySurface();
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#ifdef __APPLE__
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if (!render_to_main)
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#else
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if (fullscreen || !render_to_main)
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#endif
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{
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#ifdef DISPLAY_SURFACE_WINDOW
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m_display_surface->setTitle(windowTitle());
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@@ -2858,7 +2914,11 @@ void MainWindow::createDisplayWidget(bool fullscreen, bool render_to_main)
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m_display_container = m_display_surface->createWindowContainer(getContentParent());
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}
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#ifdef __APPLE__
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if (!render_to_main && (fullscreen || g_emu_thread->isExclusiveFullscreen()))
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#else
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if (fullscreen || g_emu_thread->isExclusiveFullscreen())
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#endif
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{
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// On Wayland, while move/restoreGeometry can't position the window, it can influence which screen they show up on.
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// Other platforms can position windows fine, but the only thing that matters here is the screen.
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@@ -2914,6 +2974,15 @@ void MainWindow::createDisplayWidget(bool fullscreen, bool render_to_main)
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updateDisplayRelatedActions(true, render_to_main, fullscreen);
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#ifdef __APPLE__
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if (render_to_main && fullscreen)
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{
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showFullScreen();
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while (!m_is_closing && !isFullScreen())
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QApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
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}
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#endif
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// We need the surface visible.
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QGuiApplication::sync();
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}
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@@ -3006,6 +3075,16 @@ void MainWindow::destroyDisplayWidget(bool show_game_list)
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if (!(m_display_surface->isFullScreen() || m_display_is_exclusive_fullscreen) && !isRenderingToMain())
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saveDisplayWindowGeometryToConfig();
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#ifdef __APPLE__
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// Need to leave fullscreen before destroying otherwise we could get stuck in it.
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if (isRenderingToMain() && isFullScreen())
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{
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showNormal();
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while (isFullScreen())
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QApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
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}
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#endif
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if (isRenderingToMain())
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{
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pxAssertRel(m_ui.mainContainer->indexOf(m_display_container) == 1, "Display widget in stack");
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@@ -898,7 +898,12 @@ std::optional<WindowInfo> EmuThread::acquireRenderWindow(bool recreate_window)
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// Check if we're wanting to get exclusive fullscreen. This should be safe to read, since we're going to be calling from the GS thread.
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m_is_exclusive_fullscreen = m_is_fullscreen && GSWantsExclusiveFullscreen();
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const bool window_fullscreen = m_is_fullscreen && !m_is_exclusive_fullscreen;
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#ifdef __APPLE__
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// Fullscreen the main window instead of opening a separate one on macOS.
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const bool render_to_main = !m_is_exclusive_fullscreen && m_is_rendering_to_main;
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#else
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const bool render_to_main = !m_is_exclusive_fullscreen && !window_fullscreen && m_is_rendering_to_main;
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#endif
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return emit onAcquireRenderWindowRequested(recreate_window, window_fullscreen, render_to_main, m_is_surfaceless);
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}
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