dolphin/Source/Core/DolphinQt/Host.cpp
David Korth 8417c78b7a Update Discord rich presence when the title changes
This allows us to update the rich presence description if a channel
is launched from the Wii Menu. It also handles other PPC title
launches, e.g. Smash Bros. Masterpieces.

Host.h: Added Host_TitleChanged().

DolphinNoGUI/MainNoGUI.cpp: Implemented Host_TitleChanged().
DolphinQt/Host.cpp: Implemented Host_TitleChanged().

Android/jni/MainAndroid.cpp: Stubbed Host_TitleChanged().
DSPTool/StubHost.cpp: Stubbed Host_TitleChanged().
UnitTests/StubHost.cpp: Stubbed Host_TitleChanged().
2019-05-24 14:12:48 +02:00

178 lines
4 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "DolphinQt/Host.h"
#include <QAbstractEventDispatcher>
#include <QApplication>
#include <QProgressDialog>
#include <imgui.h>
#include "Common/Common.h"
#include "Core/Config/MainSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/Debugger/PPCDebugInterface.h"
#include "Core/Host.h"
#include "Core/NetPlayProto.h"
#include "Core/PowerPC/PowerPC.h"
#include "DolphinQt/QtUtils/QueueOnObject.h"
#include "DolphinQt/Settings.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "UICommon/DiscordPresence.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoConfig.h"
Host::Host() = default;
Host* Host::GetInstance()
{
static Host* s_instance = new Host();
return s_instance;
}
void Host::SetRenderHandle(void* handle)
{
if (m_render_handle == handle)
return;
m_render_handle = handle;
if (g_renderer)
{
g_renderer->ChangeSurface(handle);
if (g_controller_interface.IsInit())
g_controller_interface.ChangeWindow(handle);
}
}
bool Host::GetRenderFocus()
{
return m_render_focus;
}
void Host::SetRenderFocus(bool focus)
{
m_render_focus = focus;
if (g_renderer && m_render_fullscreen && g_ActiveConfig.ExclusiveFullscreenEnabled())
Core::RunAsCPUThread([focus] {
if (!Config::Get(Config::MAIN_RENDER_TO_MAIN))
g_renderer->SetFullscreen(focus);
});
}
bool Host::GetRenderFullscreen()
{
return m_render_fullscreen;
}
void Host::SetRenderFullscreen(bool fullscreen)
{
m_render_fullscreen = fullscreen;
if (g_renderer && g_renderer->IsFullscreen() != fullscreen &&
g_ActiveConfig.ExclusiveFullscreenEnabled())
Core::RunAsCPUThread([fullscreen] { g_renderer->SetFullscreen(fullscreen); });
}
void Host::ResizeSurface(int new_width, int new_height)
{
if (g_renderer)
g_renderer->ResizeSurface();
}
void Host_Message(HostMessageID id)
{
if (id == HostMessageID::WMUserStop)
{
emit Host::GetInstance()->RequestStop();
}
else if (id == HostMessageID::WMUserJobDispatch)
{
// Just poke the main thread to get it to wake up, job dispatch
// will happen automatically before it goes back to sleep again.
QAbstractEventDispatcher::instance(qApp->thread())->wakeUp();
}
}
void Host_UpdateTitle(const std::string& title)
{
emit Host::GetInstance()->RequestTitle(QString::fromStdString(title));
}
bool Host_RendererHasFocus()
{
return Host::GetInstance()->GetRenderFocus();
}
bool Host_RendererIsFullscreen()
{
return Host::GetInstance()->GetRenderFullscreen();
}
void Host_YieldToUI()
{
qApp->processEvents(QEventLoop::ExcludeUserInputEvents);
}
void Host_UpdateDisasmDialog()
{
QueueOnObject(QApplication::instance(), [] { emit Host::GetInstance()->UpdateDisasmDialog(); });
}
void Host_UpdateProgressDialog(const char* caption, int position, int total)
{
emit Host::GetInstance()->UpdateProgressDialog(QString::fromUtf8(caption), position, total);
}
void Host::RequestNotifyMapLoaded()
{
QueueOnObject(QApplication::instance(), [this] { emit NotifyMapLoaded(); });
}
void Host_NotifyMapLoaded()
{
Host::GetInstance()->RequestNotifyMapLoaded();
}
// We ignore these, and their purpose should be questioned individually.
// In particular, RequestRenderWindowSize, RequestFullscreen, and
// UpdateMainFrame should almost certainly be removed.
void Host_UpdateMainFrame()
{
}
void Host_RequestRenderWindowSize(int w, int h)
{
emit Host::GetInstance()->RequestRenderSize(w, h);
}
bool Host_UINeedsControllerState()
{
return Settings::Instance().IsControllerStateNeeded() ||
(ImGui::GetCurrentContext() && ImGui::GetIO().WantCaptureKeyboard);
}
bool Host_UIBlocksControllerState()
{
return ImGui::GetCurrentContext() && ImGui::GetIO().WantCaptureKeyboard;
}
void Host_RefreshDSPDebuggerWindow()
{
}
void Host_TitleChanged()
{
#ifdef USE_DISCORD_PRESENCE
// TODO: Not sure if the NetPlay check is needed.
if (!NetPlay::IsNetPlayRunning())
Discord::UpdateDiscordPresence();
#endif
}