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chore: make yuzu REUSE compliant [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
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// SPDX-FileCopyrightText: 2014 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include <condition_variable>
#include <memory>
#include <mutex>
#include <QImage>
#include <QStringList>
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#include <QThread>
#include <QTouchEvent>
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#include <QWidget>
#include "common/thread.h"
#include "core/frontend/emu_window.h"
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class GRenderWindow;
class GMainWindow;
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class QCamera;
class QCameraImageCapture;
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class QKeyEvent;
namespace Core {
enum class SystemResultStatus : u32;
class System;
} // namespace Core
namespace InputCommon {
class InputSubsystem;
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enum class MouseButton;
} // namespace InputCommon
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namespace InputCommon::TasInput {
enum class TasState;
} // namespace InputCommon::TasInput
namespace VideoCore {
enum class LoadCallbackStage;
class RendererBase;
} // namespace VideoCore
class EmuThread final : public QThread {
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Q_OBJECT
public:
explicit EmuThread(Core::System& system_);
~EmuThread() override;
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/**
* Start emulation (on new thread)
* @warning Only call when not running!
*/
void run() override;
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/**
* Sets whether the emulation thread is running or not
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* @param running_ Boolean value, set the emulation thread to running if true
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* @note This function is thread-safe
*/
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void SetRunning(bool running_) {
std::unique_lock lock{running_mutex};
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running = running_;
lock.unlock();
running_cv.notify_all();
if (!running) {
running_wait.Set();
/// Wait until effectively paused
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while (running_guard)
;
}
}
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/**
* Check if the emulation thread is running or not
* @return True if the emulation thread is running, otherwise false
* @note This function is thread-safe
*/
bool IsRunning() const {
return running;
}
/**
* Requests for the emulation thread to stop running
*/
void RequestStop() {
stop_source.request_stop();
SetRunning(false);
}
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private:
bool running = false;
std::stop_source stop_source;
std::mutex running_mutex;
std::condition_variable_any running_cv;
Common::Event running_wait{};
std::atomic_bool running_guard{false};
Core::System& system;
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signals:
/**
* Emitted when the CPU has halted execution
*
* @warning When connecting to this signal from other threads, make sure to specify either
* Qt::QueuedConnection (invoke slot within the destination object's message thread) or even
* Qt::BlockingQueuedConnection (additionally block source thread until slot returns)
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*/
void DebugModeEntered();
/**
* Emitted right before the CPU continues execution
*
* @warning When connecting to this signal from other threads, make sure to specify either
* Qt::QueuedConnection (invoke slot within the destination object's message thread) or even
* Qt::BlockingQueuedConnection (additionally block source thread until slot returns)
*/
void DebugModeLeft();
void ErrorThrown(Core::SystemResultStatus, std::string);
void LoadProgress(VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total);
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};
class GRenderWindow : public QWidget, public Core::Frontend::EmuWindow {
Q_OBJECT
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public:
explicit GRenderWindow(GMainWindow* parent, EmuThread* emu_thread_,
std::shared_ptr<InputCommon::InputSubsystem> input_subsystem_,
Core::System& system_);
~GRenderWindow() override;
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// EmuWindow implementation.
void OnFrameDisplayed() override;
bool IsShown() const override;
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std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
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void BackupGeometry();
void RestoreGeometry();
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void restoreGeometry(const QByteArray& geometry_); // overridden
QByteArray saveGeometry(); // overridden
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qreal windowPixelRatio() const;
void closeEvent(QCloseEvent* event) override;
void resizeEvent(QResizeEvent* event) override;
/// Converts a Qt keybard key into NativeKeyboard key
static int QtKeyToSwitchKey(Qt::Key qt_keys);
/// Converts a Qt modifier keys into NativeKeyboard modifier keys
static int QtModifierToSwitchModifier(Qt::KeyboardModifiers qt_modifiers);
void keyPressEvent(QKeyEvent* event) override;
void keyReleaseEvent(QKeyEvent* event) override;
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/// Converts a Qt mouse button into MouseInput mouse button
static InputCommon::MouseButton QtButtonToMouseButton(Qt::MouseButton button);
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void mousePressEvent(QMouseEvent* event) override;
void mouseMoveEvent(QMouseEvent* event) override;
void mouseReleaseEvent(QMouseEvent* event) override;
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void wheelEvent(QWheelEvent* event) override;
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void InitializeCamera();
void FinalizeCamera();
bool event(QEvent* event) override;
void focusOutEvent(QFocusEvent* event) override;
bool InitRenderTarget();
/// Destroy the previous run's child_widget which should also destroy the child_window
void ReleaseRenderTarget();
bool IsLoadingComplete() const;
void CaptureScreenshot(const QString& screenshot_path);
std::pair<u32, u32> ScaleTouch(const QPointF& pos) const;
/**
* Instructs the window to re-launch the application using the specified program_index.
* @param program_index Specifies the index within the application of the program to launch.
*/
void ExecuteProgram(std::size_t program_index);
/// Instructs the window to exit the application.
void Exit();
public slots:
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void OnEmulationStarting(EmuThread* emu_thread_);
void OnEmulationStopping();
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void OnFramebufferSizeChanged();
signals:
/// Emitted when the window is closed
void Closed();
void FirstFrameDisplayed();
void ExecuteProgramSignal(std::size_t program_index);
void ExitSignal();
void MouseActivity();
void TasPlaybackStateChanged();
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private:
void TouchBeginEvent(const QTouchEvent* event);
void TouchUpdateEvent(const QTouchEvent* event);
void TouchEndEvent();
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void RequestCameraCapture();
void OnCameraCapture(int requestId, const QImage& img);
void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) override;
bool InitializeOpenGL();
bool InitializeVulkan();
bool LoadOpenGL();
QStringList GetUnsupportedGLExtensions() const;
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EmuThread* emu_thread;
std::shared_ptr<InputCommon::InputSubsystem> input_subsystem;
// Main context that will be shared with all other contexts that are requested.
// If this is used in a shared context setting, then this should not be used directly, but
// should instead be shared from
std::shared_ptr<Core::Frontend::GraphicsContext> main_context;
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/// Temporary storage of the screenshot taken
QImage screenshot_image;
QByteArray geometry;
QWidget* child_widget = nullptr;
bool first_frame = false;
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InputCommon::TasInput::TasState last_tas_state;
bool is_virtual_camera;
int pending_camera_snapshots;
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std::unique_ptr<QCamera> camera;
std::unique_ptr<QCameraImageCapture> camera_capture;
std::unique_ptr<QTimer> camera_timer;
Core::System& system;
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protected:
void showEvent(QShowEvent* event) override;
bool eventFilter(QObject* object, QEvent* event) override;
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};