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Implement keep_screen_on
for Windows
This commit is contained in:
parent
44d3c8402e
commit
00e788e611
@ -531,10 +531,43 @@ DisplayServer::ScreenOrientation DisplayServerWindows::screen_get_orientation(in
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}
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void DisplayServerWindows::screen_set_keep_on(bool p_enable) {
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if (keep_screen_on == p_enable) {
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return;
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}
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if (p_enable) {
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const String reason = "Godot Engine running with display/window/energy_saving/keep_screen_on = true";
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Char16String reason_utf16 = reason.utf16();
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REASON_CONTEXT context;
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context.Version = POWER_REQUEST_CONTEXT_VERSION;
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context.Flags = POWER_REQUEST_CONTEXT_SIMPLE_STRING;
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context.Reason.SimpleReasonString = (LPWSTR)(reason_utf16.ptrw());
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power_request = PowerCreateRequest(&context);
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if (power_request == INVALID_HANDLE_VALUE) {
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print_error("Failed to enable screen_keep_on.");
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return;
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}
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if (PowerSetRequest(power_request, POWER_REQUEST_TYPE::PowerRequestSystemRequired) == 0) {
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print_error("Failed to request system sleep override.");
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return;
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}
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if (PowerSetRequest(power_request, POWER_REQUEST_TYPE::PowerRequestDisplayRequired) == 0) {
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print_error("Failed to request display timeout override.");
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return;
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}
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} else {
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PowerClearRequest(power_request, POWER_REQUEST_TYPE::PowerRequestSystemRequired);
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PowerClearRequest(power_request, POWER_REQUEST_TYPE::PowerRequestDisplayRequired);
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CloseHandle(power_request);
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power_request = nullptr;
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}
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keep_screen_on = p_enable;
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}
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bool DisplayServerWindows::screen_is_kept_on() const {
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return false;
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return keep_screen_on;
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}
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Vector<DisplayServer::WindowID> DisplayServerWindows::get_window_list() const {
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@ -3619,6 +3652,9 @@ DisplayServerWindows::DisplayServerWindows(const String &p_rendering_driver, Win
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// Init TTS
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tts = memnew(TTS_Windows);
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// Enforce default keep screen on value.
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screen_set_keep_on(GLOBAL_DEF("display/window/energy_saving/keep_screen_on", true));
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// Note: Wacom WinTab driver API for pen input, for devices incompatible with Windows Ink.
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HMODULE wintab_lib = LoadLibraryW(L"wintab32.dll");
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if (wintab_lib) {
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@ -3822,6 +3858,9 @@ DisplayServerWindows::~DisplayServerWindows() {
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SetWindowLongPtr(windows[MAIN_WINDOW_ID].hWnd, GWLP_WNDPROC, (LONG_PTR)user_proc);
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}
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// Close power request handle.
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screen_set_keep_on(false);
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#ifdef GLES3_ENABLED
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// destroy windows .. NYI?
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// FIXME wglDeleteContext is never called
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@ -331,6 +331,8 @@ class DisplayServerWindows : public DisplayServer {
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HINSTANCE hInstance; // Holds The Instance Of The Application
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String rendering_driver;
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bool app_focused = false;
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bool keep_screen_on = false;
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HANDLE power_request;
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TTS_Windows *tts = nullptr;
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