#pragma once #include #if BOOST_OS_LINUX > 0 #include "xcb/xproto.h" #endif struct WindowHandleInfo { #if BOOST_OS_WINDOWS std::atomic 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);