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- Fixes #13722 Opening the chat with focus left the stick directions and keys held in-game in the UI's held-key list, so the focus started moving right away. And while the chat is open, stick movements don't reach the control mapper, so a stick let go inside the chat stayed pushed for the game after it closed. Clear the held keys when focus movement turns on, and release the mapper's input on the next update (OpenChat can run under the mapper's lock). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
156 lines
4.6 KiB
C++
156 lines
4.6 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <list>
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#include <string>
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#include <vector>
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#include "Common/File/Path.h"
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#include "Common/Input/KeyCodes.h"
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#include "Common/UI/Screen.h"
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#include "Common/UI/UIScreen.h"
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#include "Common/UI/Tween.h"
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#include "Core/KeyMap.h"
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#include "Core/ControlMapper.h"
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#include "UI/ImDebugger/ImCommand.h"
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struct AxisInput;
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class AsyncImageFileView;
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class ChatMenu;
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class ImDebugger;
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struct ImCommand;
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struct ImGuiContext;
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class EmuScreen : public UIScreen, protected ControlListener {
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public:
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EmuScreen(const Path &filename);
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~EmuScreen();
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const char *tag() const override { return "Emu"; }
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void update() override;
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ScreenRenderFlags render(ScreenRenderMode mode) override;
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void dialogFinished(const Screen *dialog, DialogResult result) override;
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void sendMessage(UIMessage message, const char *value) override;
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void resized() override;
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ScreenRenderRole renderRole(bool isTop) const override;
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InputMode PassInputToMapper() const override;
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// We also need to do some special handling of queued UI events to handle closing the chat window.
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bool key(const KeyInput &key) override;
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bool touch(const TouchInput &key) override;
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void deviceLost() override;
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void deviceRestored(Draw::DrawContext *draw) override;
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protected:
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void darken();
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void focusChanged(ScreenFocusChange focusChange) override;
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ScreenRenderFlags PreRender(ScreenRenderMode mode) override;
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// ControlListener implementations
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void OnVKey(VirtKey virtualKeyCode, bool down) override;
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void OnVKeyAnalog(VirtKey virtualKeyCode, float value) override;
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void UpdatePSPButtons(uint32_t buttonMask, uint32_t changedMask) override;
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void SetPSPAnalog(int rotation, int stick, float x, float y) override;
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ViewLayoutMode LayoutMode() const override;
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bool AllowFocusMovement() const override;
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private:
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void CreateViews() override;
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ScreenRenderFlags RunEmulation(bool skipBufferEffects);
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void OnDevTools(UI::EventParams ¶ms);
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void OpenChat(bool focus);
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void HandleFlip();
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void ProcessGameBoot(const Path &filename);
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bool bootAllowStorage(const Path &filename);
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void bootComplete();
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bool hasVisibleUI();
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void renderUI();
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void AutoLoadSaveState();
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bool checkPowerDown();
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void ProcessQueuedVKeys();
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void ProcessVKey(VirtKey vkey, bool down);
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bool ShouldRunEmulation(ScreenRenderMode mode) const;
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UI::Event OnDevMenu;
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bool bootPending_ = true;
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bool bootIsReset_ = false;
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Path gamePath_;
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bool quit_ = false;
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std::string errorMessage_;
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// If set, pauses at the end of the frame.
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// We also poll the pause trigger from the ControlMapper. That needs refactoring.
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bool pauseTrigger_ = false;
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// The last read chat message count, and how many new ones there are.
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int chatMessages_ = 0;
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int newChatMessages_ = 0;
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// In-memory save state used for freezeFrame, which is useful for debugging.
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std::vector<u8> freezeState_;
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std::string tag_;
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double saveStatePreviewShownTime_ = 0.0;
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AsyncImageFileView *saveStatePreview_ = nullptr;
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int saveStateSlot_;
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UI::CallbackColorTween *loadingViewColor_ = nullptr;
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UI::VisibilityTween *loadingViewVisible_ = nullptr;
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UI::Spinner *loadingSpinner_ = nullptr;
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UI::Button *resumeButton_ = nullptr;
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UI::Button *resetButton_ = nullptr;
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UI::Button *backButton_ = nullptr;
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UI::Clickable *chatButton_ = nullptr;
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ChatMenu *chatMenu_ = nullptr;
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// Set when the chat opens. Stick movements don't reach the control mapper while it's open (key
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// releases do), so what's held is let go up front.
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bool releaseMapperInput_ = false;
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UI::Button *cardboardDisableButton_ = nullptr;
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std::string extraAssertInfoStr_;
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std::mutex queuedVirtKeysLock_;
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std::vector<std::pair<VirtKey, bool>> queuedVirtKeys_;
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bool frameStep_ = false;
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#ifndef MOBILE_DEVICE
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bool startDumping_ = false;
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#endif
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bool autoLoadFailed_ = false; // to prevent repeat reloads
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bool readyToFinishBoot_ = false;
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bool skipBufferEffects_ = false; // cached state, fetched once per frame.
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uint32_t clearColor_ = 0;
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};
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bool MustRunBehind();
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bool ShouldRunBehind();
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