diff options
| author | Jasper St. Pierre <jstpierre@mecheye.net> | 2014-07-16 10:24:40 -0400 |
|---|---|---|
| committer | Jasper St. Pierre <jstpierre@mecheye.net> | 2014-07-16 10:27:21 -0400 |
| commit | 44307c950888a4942a35b0176e2601c266894983 (patch) | |
| tree | 210fd55431646879e19e5653d69e901c2a5cfdad /Source/Core/DolphinWX/Frame.cpp | |
| parent | ee087f595343ff258ef7a85eea2b59b5ba2790e3 (diff) | |
Host: Add a new "UIHasFocus" hook to determine if the UI has focus
We can't use RendererHasFocus for this purpose because of some issues
with exclusive fullscreen, and the new RendererHasFocus implementation
didn't work for non-Render to Main Window cases, since the renderer
window wasn't managed by wx.
Diffstat (limited to 'Source/Core/DolphinWX/Frame.cpp')
| -rw-r--r-- | Source/Core/DolphinWX/Frame.cpp | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/Source/Core/DolphinWX/Frame.cpp b/Source/Core/DolphinWX/Frame.cpp index d0f379b78a..b57f18ad69 100644 --- a/Source/Core/DolphinWX/Frame.cpp +++ b/Source/Core/DolphinWX/Frame.cpp @@ -773,6 +773,19 @@ bool CFrame::RendererHasFocus() return false; } +bool CFrame::UIHasFocus() +{ + // UIHasFocus should return true any time any one of our UI + // windows has the focus, including any dialogs or other windows. + // + // wxGetActiveWindow() returns the current wxWindow which has + // focus. If it's not one of our windows, then it will return + // null. + + wxWindow *focusWindow = wxGetActiveWindow(); + return (focusWindow != nullptr); +} + void CFrame::OnGameListCtrl_ItemActivated(wxListEvent& WXUNUSED (event)) { // Show all platforms and regions if... |
