ebdae19fd2
This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
300 lines
12 KiB
C++
300 lines
12 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 <tuple>
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#include <utility>
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#include "common/common_types.h"
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#include "common/math_util.h"
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#include "core/hle/service/hid/hid.h"
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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;
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int res_width;
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int res_height;
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std::pair<unsigned, unsigned> min_client_area_size;
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};
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/// Describes the layout of the window framebuffer (size and top/bottom screen positions)
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struct FramebufferLayout {
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/**
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* Factory method for constructing a default FramebufferLayout
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* @param width Window framebuffer width in pixels
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* @param height Window framebuffer height in pixels
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* @return Newly created FramebufferLayout object with default screen regions initialized
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*/
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static FramebufferLayout DefaultScreenLayout(unsigned width, unsigned height);
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unsigned width;
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unsigned height;
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MathUtil::Rectangle<unsigned> top_screen;
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MathUtil::Rectangle<unsigned> bottom_screen;
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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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virtual void ReloadSetKeymaps() = 0;
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/**
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* Signals a button press action to the HID module.
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* @param pad_state indicates which button to press
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* @note only handles real buttons (A/B/X/Y/...), excluding analog inputs like the circle pad.
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*/
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void ButtonPressed(Service::HID::PadState pad_state);
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/**
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* Signals a button release action to the HID module.
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* @param pad_state indicates which button to press
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* @note only handles real buttons (A/B/X/Y/...), excluding analog inputs like the circle pad.
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*/
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void ButtonReleased(Service::HID::PadState pad_state);
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/**
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* Signals a circle pad change action to the HID module.
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* @param x new x-coordinate of the circle pad, in the range [-1.0, 1.0]
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* @param y new y-coordinate of the circle pad, in the range [-1.0, 1.0]
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* @note the coordinates will be normalized if the radius is larger than 1
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*/
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void CirclePadUpdated(float x, float y);
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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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* Gets the current pad state (which buttons are pressed).
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* @note This should be called by the core emu thread to get a state set by the window thread.
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* @note This doesn't include analog input like circle pad direction
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* @todo Fix this function to be thread-safe.
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* @return PadState object indicating the current pad state
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*/
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Service::HID::PadState GetPadState() const {
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return pad_state;
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}
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/**
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* Gets the current circle pad state.
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* @note This should be called by the core emu thread to get a state set by the window thread.
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* @todo Fix this function to be thread-safe.
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* @return std::tuple of (x, y), where `x` and `y` are the circle pad coordinates
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*/
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std::tuple<s16, s16> GetCirclePadState() const {
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return std::make_tuple(circle_pad_x, circle_pad_y);
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}
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/**
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* Gets the current touch screen state (touch X/Y coordinates and whether or not it is pressed).
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* @note This should be called by the core emu thread to get a state set by the window thread.
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* @todo Fix this function to be thread-safe.
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* @return std::tuple of (x, y, pressed) where `x` and `y` are the touch coordinates and
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* `pressed` is true if the touch screen is currently being pressed
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*/
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std::tuple<u16, u16, bool> GetTouchState() const {
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return std::make_tuple(touch_x, touch_y, touch_pressed);
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}
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/**
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* Gets the current accelerometer state (acceleration along each three axis).
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* Axis explained:
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* +x is the same direction as LEFT on D-pad.
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* +y is normal to the touch screen, pointing outward.
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* +z is the same direction as UP on D-pad.
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* Units:
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* 1 unit of return value = 1/512 g (measured by hw test),
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* where g is the gravitational acceleration (9.8 m/sec2).
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* @note This should be called by the core emu thread to get a state set by the window thread.
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* @todo Implement accelerometer input in front-end.
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* @return std::tuple of (x, y, z)
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*/
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std::tuple<s16, s16, s16> GetAccelerometerState() const {
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// stubbed
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return std::make_tuple(0, -512, 0);
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}
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/**
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* Gets the current gyroscope state (angular rates about each three axis).
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* Axis explained:
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* +x is the same direction as LEFT on D-pad.
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* +y is normal to the touch screen, pointing outward.
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* +z is the same direction as UP on D-pad.
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* Orientation is determined by right-hand rule.
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* Units:
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* 1 unit of return value = (1/coef) deg/sec,
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* where coef is the return value of GetGyroscopeRawToDpsCoefficient().
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* @note This should be called by the core emu thread to get a state set by the window thread.
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* @todo Implement gyroscope input in front-end.
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* @return std::tuple of (x, y, z)
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*/
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std::tuple<s16, s16, s16> GetGyroscopeState() const {
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// stubbed
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return std::make_tuple(0, 0, 0);
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}
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/**
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* Gets the coefficient for units conversion of gyroscope state.
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* The conversion formula is r = coefficient * v,
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* where v is angular rate in deg/sec,
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* and r is the gyroscope state.
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* @return float-type coefficient
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*/
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f32 GetGyroscopeRawToDpsCoefficient() const {
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return 14.375f; // taken from hw test, and gyroscope's document
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}
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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 FramebufferLayout& GetFramebufferLayout() const {
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return framebuffer_layout;
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}
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protected:
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EmuWindow() {
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// TODO: Find a better place to set this.
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config.min_client_area_size = std::make_pair(400u, 480u);
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active_config = config;
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pad_state.hex = 0;
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touch_x = 0;
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touch_y = 0;
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circle_pad_x = 0;
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circle_pad_y = 0;
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touch_pressed = false;
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}
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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 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(
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const std::pair<unsigned, unsigned>& minimal_size) {
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// By default, ignore this request and do nothing.
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}
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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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bool touch_pressed; ///< True if touchpad area is currently pressed, otherwise false
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u16 touch_x; ///< Touchpad X-position in native 3DS pixel coordinates (0-320)
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u16 touch_y; ///< Touchpad Y-position in native 3DS pixel coordinates (0-240)
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s16 circle_pad_x; ///< Circle pad X-position in native 3DS pixel coordinates (-156 - 156)
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s16 circle_pad_y; ///< Circle pad Y-position in native 3DS pixel coordinates (-156 - 156)
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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);
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Service::HID::PadState pad_state;
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};
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