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- // Copyright 2014 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #pragma once
- #include <tuple>
- #include <utility>
- #include "common/common_types.h"
- #include "common/math_util.h"
- #include "core/hle/service/hid/hid.h"
- namespace KeyMap {
- struct HostDeviceKey;
- }
- /**
- * Abstraction class used to provide an interface between emulation code and the frontend
- * (e.g. SDL, QGLWidget, GLFW, etc...).
- *
- * Design notes on the interaction between EmuWindow and the emulation core:
- * - Generally, decisions on anything visible to the user should be left up to the GUI.
- * For example, the emulation core should not try to dictate some window title or size.
- * This stuff is not the core's business and only causes problems with regards to thread-safety
- * anyway.
- * - Under certain circumstances, it may be desirable for the core to politely request the GUI
- * to set e.g. a minimum window size. However, the GUI should always be free to ignore any
- * such hints.
- * - EmuWindow may expose some of its state as read-only to the emulation core, however care
- * should be taken to make sure the provided information is self-consistent. This requires
- * some sort of synchronization (most of this is still a TODO).
- * - DO NOT TREAT THIS CLASS AS A GUI TOOLKIT ABSTRACTION LAYER. That's not what it is. Please
- * re-read the upper points again and think about it if you don't see this.
- */
- class EmuWindow
- {
- public:
- /// Data structure to store emuwindow configuration
- struct WindowConfig {
- bool fullscreen;
- int res_width;
- int res_height;
- std::pair<unsigned,unsigned> min_client_area_size;
- };
- /// Describes the layout of the window framebuffer (size and top/bottom screen positions)
- struct FramebufferLayout {
- /**
- * Factory method for constructing a default FramebufferLayout
- * @param width Window framebuffer width in pixels
- * @param height Window framebuffer height in pixels
- * @return Newly created FramebufferLayout object with default screen regions initialized
- */
- static FramebufferLayout DefaultScreenLayout(unsigned width, unsigned height);
- unsigned width;
- unsigned height;
- MathUtil::Rectangle<unsigned> top_screen;
- MathUtil::Rectangle<unsigned> bottom_screen;
- };
- /// Swap buffers to display the next frame
- virtual void SwapBuffers() = 0;
- /// Polls window events
- virtual void PollEvents() = 0;
- /// Makes the graphics context current for the caller thread
- virtual void MakeCurrent() = 0;
- /// Releases (dunno if this is the "right" word) the GLFW context from the caller thread
- virtual void DoneCurrent() = 0;
- virtual void ReloadSetKeymaps() = 0;
- /// Signals a key press action to the HID module
- void KeyPressed(KeyMap::HostDeviceKey key);
- /// Signals a key release action to the HID module
- void KeyReleased(KeyMap::HostDeviceKey key);
- /**
- * Signal that a touch pressed event has occurred (e.g. mouse click pressed)
- * @param framebuffer_x Framebuffer x-coordinate that was pressed
- * @param framebuffer_y Framebuffer y-coordinate that was pressed
- */
- void TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y);
- /// Signal that a touch released event has occurred (e.g. mouse click released)
- void TouchReleased();
- /**
- * Signal that a touch movement event has occurred (e.g. mouse was moved over the emu window)
- * @param framebuffer_x Framebuffer x-coordinate
- * @param framebuffer_y Framebuffer y-coordinate
- */
- void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
- /**
- * Gets the current pad state (which buttons are pressed and the circle pad direction).
- * @note This should be called by the core emu thread to get a state set by the window thread.
- * @todo Fix this function to be thread-safe.
- * @return PadState object indicating the current pad state
- */
- const Service::HID::PadState GetPadState() const {
- return pad_state;
- }
- /**
- * Gets the current touch screen state (touch X/Y coordinates and whether or not it is pressed).
- * @note This should be called by the core emu thread to get a state set by the window thread.
- * @todo Fix this function to be thread-safe.
- * @return std::tuple of (x, y, pressed) where `x` and `y` are the touch coordinates and
- * `pressed` is true if the touch screen is currently being pressed
- */
- const std::tuple<u16, u16, bool> GetTouchState() const {
- return std::make_tuple(touch_x, touch_y, touch_pressed);
- }
- /**
- * Returns currently active configuration.
- * @note Accesses to the returned object need not be consistent because it may be modified in another thread
- */
- const WindowConfig& GetActiveConfig() const {
- return active_config;
- }
- /**
- * Requests the internal configuration to be replaced by the specified argument at some point in the future.
- * @note This method is thread-safe, because it delays configuration changes to the GUI event loop. Hence there is no guarantee on when the requested configuration will be active.
- */
- void SetConfig(const WindowConfig& val) {
- config = val;
- }
- /**
- * Gets the framebuffer layout (width, height, and screen regions)
- * @note This method is thread-safe
- */
- const FramebufferLayout& GetFramebufferLayout() const {
- return framebuffer_layout;
- }
- protected:
- EmuWindow() {
- // TODO: Find a better place to set this.
- config.min_client_area_size = std::make_pair(400u, 480u);
- active_config = config;
- pad_state.hex = 0;
- touch_x = 0;
- touch_y = 0;
- touch_pressed = false;
- }
- virtual ~EmuWindow() {}
- /**
- * Processes any pending configuration changes from the last SetConfig call.
- * This method invokes OnMinimalClientAreaChangeRequest if the corresponding configuration
- * field changed.
- * @note Implementations will usually want to call this from the GUI thread.
- * @todo Actually call this in existing implementations.
- */
- void ProcessConfigurationChanges() {
- // TODO: For proper thread safety, we should eventually implement a proper
- // multiple-writer/single-reader queue...
- if (config.min_client_area_size != active_config.min_client_area_size) {
- OnMinimalClientAreaChangeRequest(config.min_client_area_size);
- config.min_client_area_size = active_config.min_client_area_size;
- }
- }
- /**
- * Update framebuffer layout with the given parameter.
- * @note EmuWindow implementations will usually use this in window resize event handlers.
- */
- void NotifyFramebufferLayoutChanged(const FramebufferLayout& layout) {
- framebuffer_layout = layout;
- }
- /**
- * Update internal client area size with the given parameter.
- * @note EmuWindow implementations will usually use this in window resize event handlers.
- */
- void NotifyClientAreaSizeChanged(const std::pair<unsigned,unsigned>& size) {
- client_area_width = size.first;
- client_area_height = size.second;
- }
- private:
- /**
- * Handler called when the minimal client area was requested to be changed via SetConfig.
- * For the request to be honored, EmuWindow implementations will usually reimplement this function.
- */
- virtual void OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) {
- // By default, ignore this request and do nothing.
- }
- FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
- unsigned client_area_width; ///< Current client width, should be set by window impl.
- unsigned client_area_height; ///< Current client height, should be set by window impl.
- WindowConfig config; ///< Internal configuration (changes pending for being applied in ProcessConfigurationChanges)
- WindowConfig active_config; ///< Internal active configuration
- bool touch_pressed; ///< True if touchpad area is currently pressed, otherwise false
- u16 touch_x; ///< Touchpad X-position in native 3DS pixel coordinates (0-320)
- u16 touch_y; ///< Touchpad Y-position in native 3DS pixel coordinates (0-240)
- /**
- * Clip the provided coordinates to be inside the touchscreen area.
- */
- std::tuple<unsigned,unsigned> ClipToTouchScreen(unsigned new_x, unsigned new_y);
- Service::HID::PadState pad_state;
- };
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