Cemu/src/gui/guiWrapper.h

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#pragma once
#include <atomic>
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#if BOOST_OS_LINUX
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#include "xcb/xproto.h"
#endif
struct WindowHandleInfo
{
#if BOOST_OS_WINDOWS
std::atomic<HWND> hwnd;
#elif BOOST_OS_LINUX
// XLIB
Display* xlib_display{};
Window xlib_window{};
// XCB (not used by GTK so we cant retrieve these without making our own window)
//xcb_connection_t* xcb_con{};
//xcb_window_t xcb_window{};
// Wayland
// todo
#endif
};
struct WindowInfo
{
std::atomic_bool app_active; // our app is active/has focus
std::atomic_int32_t width, height; // client size of main window
std::atomic_bool pad_open; // if separate pad view is open
std::atomic_int32_t pad_width, pad_height; // client size of pad window
std::atomic_bool pad_maximized = false;
std::atomic_int32_t restored_pad_x = -1, restored_pad_y = -1;
std::atomic_int32_t restored_pad_width = -1, restored_pad_height = -1;
std::atomic_bool has_screenshot_request;
std::atomic_bool is_fullscreen;
std::atomic_bool keydown[256]{};
WindowHandleInfo window_main;
WindowHandleInfo window_pad;
// canvas
WindowHandleInfo canvas_main;
WindowHandleInfo canvas_pad;
};
void gui_create();
WindowInfo& gui_getWindowInfo();
void gui_updateWindowTitles(bool isIdle, bool isLoading, double fps);
void gui_getWindowSize(int* w, int* h);
void gui_getPadWindowSize(int* w, int* h);
bool gui_isPadWindowOpen();
bool gui_isKeyDown(int key);
void gui_notifyGameLoaded();
void gui_notifyGameExited();
bool gui_isFullScreen();
void gui_initHandleContextFromWxWidgetsWindow(WindowHandleInfo& handleInfoOut, class wxWindow* wxw);
/*
* Returns true if a screenshot request is queued
* Once this function has returned true, it will reset back to
* false until the next time a screenshot is requested
*/
bool gui_hasScreenshotRequest();
// debugger stuff
void debuggerWindow_updateViewThreadsafe2();
void debuggerWindow_notifyDebugBreakpointHit2();
void debuggerWindow_notifyRun();
void debuggerWindow_moveIP();
void debuggerWindow_notifyModuleLoaded(void* module);
void debuggerWindow_notifyModuleUnloaded(void* module);