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https://github.com/Lime3DS/Lime3DS.git
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a546efad31
* yuzu/bootmanager: Remove unnecessary pointer casts We can just invoke these functions by qualifying the object name before the function. * yuzu/bootmanager: unsigned -> u32 Same thing (for platforms we support), less reading. * yuzu/bootmanager: Default EmuThread's destructor in the cpp file This class contains non-trivial members, so we should default the destructor's definition within the cpp file. * yuzu/bootmanager: Treat the resolution factor as a u32 Treating it as a u16 can result in a sign-conversion warning when performing arithmetic with it, as u16 promotes to an int when aritmetic is performed on it, not unsigned int. This also makes the interface more uniform, as the layout interface now operates on u32 across the board. * yuzu/bootmanager: Log out screenshot destination path We can make this message more meaningful by indicating the location the screenshot has been saved to. We can also log out whenever a screenshot could not be saved (e.g. due to filesystem permissions or some other reason). * Fix compilation
172 lines
6.4 KiB
C++
172 lines
6.4 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <tuple>
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#include <utility>
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#include "common/common_types.h"
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#include "core/frontend/framebuffer_layout.h"
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namespace Frontend {
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/**
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* Abstraction class used to provide an interface between emulation code and the frontend
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* (e.g. SDL, QGLWidget, GLFW, etc...).
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*
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* Design notes on the interaction between EmuWindow and the emulation core:
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* - Generally, decisions on anything visible to the user should be left up to the GUI.
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* For example, the emulation core should not try to dictate some window title or size.
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* This stuff is not the core's business and only causes problems with regards to thread-safety
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* anyway.
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* - Under certain circumstances, it may be desirable for the core to politely request the GUI
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* to set e.g. a minimum window size. However, the GUI should always be free to ignore any
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* such hints.
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* - EmuWindow may expose some of its state as read-only to the emulation core, however care
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* should be taken to make sure the provided information is self-consistent. This requires
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* some sort of synchronization (most of this is still a TODO).
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* - DO NOT TREAT THIS CLASS AS A GUI TOOLKIT ABSTRACTION LAYER. That's not what it is. Please
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* re-read the upper points again and think about it if you don't see this.
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*/
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class EmuWindow {
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public:
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/// Data structure to store emuwindow configuration
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struct WindowConfig {
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bool fullscreen = false;
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int res_width = 0;
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int res_height = 0;
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std::pair<unsigned, unsigned> min_client_area_size;
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};
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/// Swap buffers to display the next frame
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virtual void SwapBuffers() = 0;
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/// Polls window events
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virtual void PollEvents() = 0;
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/// Makes the graphics context current for the caller thread
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virtual void MakeCurrent() = 0;
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/// Releases (dunno if this is the "right" word) the GLFW context from the caller thread
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virtual void DoneCurrent() = 0;
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/**
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* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
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* @param framebuffer_x Framebuffer x-coordinate that was pressed
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* @param framebuffer_y Framebuffer y-coordinate that was pressed
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*/
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void TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y);
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/// Signal that a touch released event has occurred (e.g. mouse click released)
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void TouchReleased();
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/**
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* Signal that a touch movement event has occurred (e.g. mouse was moved over the emu window)
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* @param framebuffer_x Framebuffer x-coordinate
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* @param framebuffer_y Framebuffer y-coordinate
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*/
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void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
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/**
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* Returns currently active configuration.
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* @note Accesses to the returned object need not be consistent because it may be modified in
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* another thread
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*/
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const WindowConfig& GetActiveConfig() const {
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return active_config;
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}
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/**
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* Requests the internal configuration to be replaced by the specified argument at some point in
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* the future.
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* @note This method is thread-safe, because it delays configuration changes to the GUI event
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* loop. Hence there is no guarantee on when the requested configuration will be active.
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*/
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void SetConfig(const WindowConfig& val) {
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config = val;
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}
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/**
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* Gets the framebuffer layout (width, height, and screen regions)
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* @note This method is thread-safe
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*/
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const Layout::FramebufferLayout& GetFramebufferLayout() const {
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return framebuffer_layout;
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}
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/**
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* Convenience method to update the current frame layout
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* Read from the current settings to determine which layout to use.
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*/
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void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
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protected:
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EmuWindow();
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virtual ~EmuWindow();
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/**
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* Processes any pending configuration changes from the last SetConfig call.
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* This method invokes OnMinimalClientAreaChangeRequest if the corresponding configuration
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* field changed.
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* @note Implementations will usually want to call this from the GUI thread.
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* @todo Actually call this in existing implementations.
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*/
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void ProcessConfigurationChanges() {
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// TODO: For proper thread safety, we should eventually implement a proper
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// multiple-writer/single-reader queue...
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if (config.min_client_area_size != active_config.min_client_area_size) {
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OnMinimalClientAreaChangeRequest(config.min_client_area_size);
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config.min_client_area_size = active_config.min_client_area_size;
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}
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}
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/**
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* Update framebuffer layout with the given parameter.
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* @note EmuWindow implementations will usually use this in window resize event handlers.
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*/
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void NotifyFramebufferLayoutChanged(const Layout::FramebufferLayout& layout) {
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framebuffer_layout = layout;
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}
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/**
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* Update internal client area size with the given parameter.
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* @note EmuWindow implementations will usually use this in window resize event handlers.
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*/
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void NotifyClientAreaSizeChanged(const std::pair<unsigned, unsigned>& size) {
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client_area_width = size.first;
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client_area_height = size.second;
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}
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private:
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/**
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* Handler called when the minimal client area was requested to be changed via SetConfig.
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* For the request to be honored, EmuWindow implementations will usually reimplement this
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* function.
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*/
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virtual void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
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// By default, ignore this request and do nothing.
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}
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Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
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unsigned client_area_width; ///< Current client width, should be set by window impl.
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unsigned client_area_height; ///< Current client height, should be set by window impl.
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WindowConfig config; ///< Internal configuration (changes pending for being applied in
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/// ProcessConfigurationChanges)
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WindowConfig active_config; ///< Internal active configuration
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class TouchState;
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std::shared_ptr<TouchState> touch_state;
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/**
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* Clip the provided coordinates to be inside the touchscreen area.
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*/
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std::tuple<unsigned, unsigned> ClipToTouchScreen(unsigned new_x, unsigned new_y) const;
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};
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} // namespace Frontend
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