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authorbunnei <bunneidev@gmail.com>2016-12-23 23:35:35 +0100
committerGitHub <noreply@github.com>2016-12-23 23:35:35 +0100
commit51dd13b8a00f833b5bde88569d5a814c35d13a21 (patch)
treea38fa78e0a70e730f53fae3696dad13d4f34ac26 /src/core/frontend/emu_window.h
parentMerge pull request #2370 from wwylele/where-is-my-shared-font (diff)
parentcore: Move emu_window and key_map into core (diff)
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diff --git a/src/core/frontend/emu_window.h b/src/core/frontend/emu_window.h
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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/framebuffer_layout.h"
+#include "common/math_util.h"
+#include "core/hle/service/hid/hid.h"
+
+/**
+ * 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;
+ };
+
+ /// 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 button press action to the HID module.
+ * @param pad_state indicates which button to press
+ * @note only handles real buttons (A/B/X/Y/...), excluding analog inputs like the circle pad.
+ */
+ void ButtonPressed(Service::HID::PadState pad_state);
+
+ /**
+ * Signals a button release action to the HID module.
+ * @param pad_state indicates which button to press
+ * @note only handles real buttons (A/B/X/Y/...), excluding analog inputs like the circle pad.
+ */
+ void ButtonReleased(Service::HID::PadState pad_state);
+
+ /**
+ * Signals a circle pad change action to the HID module.
+ * @param x new x-coordinate of the circle pad, in the range [-1.0, 1.0]
+ * @param y new y-coordinate of the circle pad, in the range [-1.0, 1.0]
+ * @note the coordinates will be normalized if the radius is larger than 1
+ */
+ void CirclePadUpdated(float x, float y);
+
+ /**
+ * 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).
+ * @note This should be called by the core emu thread to get a state set by the window thread.
+ * @note This doesn't include analog input like circle pad direction
+ * @todo Fix this function to be thread-safe.
+ * @return PadState object indicating the current pad state
+ */
+ Service::HID::PadState GetPadState() const {
+ return pad_state;
+ }
+
+ /**
+ * Gets the current circle pad state.
+ * @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), where `x` and `y` are the circle pad coordinates
+ */
+ std::tuple<s16, s16> GetCirclePadState() const {
+ return std::make_tuple(circle_pad_x, circle_pad_y);
+ }
+
+ /**
+ * 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
+ */
+ std::tuple<u16, u16, bool> GetTouchState() const {
+ return std::make_tuple(touch_x, touch_y, touch_pressed);
+ }
+
+ /**
+ * Gets the current accelerometer state (acceleration along each three axis).
+ * Axis explained:
+ * +x is the same direction as LEFT on D-pad.
+ * +y is normal to the touch screen, pointing outward.
+ * +z is the same direction as UP on D-pad.
+ * Units:
+ * 1 unit of return value = 1/512 g (measured by hw test),
+ * where g is the gravitational acceleration (9.8 m/sec2).
+ * @note This should be called by the core emu thread to get a state set by the window thread.
+ * @todo Implement accelerometer input in front-end.
+ * @return std::tuple of (x, y, z)
+ */
+ std::tuple<s16, s16, s16> GetAccelerometerState() const {
+ // stubbed
+ return std::make_tuple(0, -512, 0);
+ }
+
+ /**
+ * Gets the current gyroscope state (angular rates about each three axis).
+ * Axis explained:
+ * +x is the same direction as LEFT on D-pad.
+ * +y is normal to the touch screen, pointing outward.
+ * +z is the same direction as UP on D-pad.
+ * Orientation is determined by right-hand rule.
+ * Units:
+ * 1 unit of return value = (1/coef) deg/sec,
+ * where coef is the return value of GetGyroscopeRawToDpsCoefficient().
+ * @note This should be called by the core emu thread to get a state set by the window thread.
+ * @todo Implement gyroscope input in front-end.
+ * @return std::tuple of (x, y, z)
+ */
+ std::tuple<s16, s16, s16> GetGyroscopeState() const {
+ // stubbed
+ return std::make_tuple(0, 0, 0);
+ }
+
+ /**
+ * Gets the coefficient for units conversion of gyroscope state.
+ * The conversion formula is r = coefficient * v,
+ * where v is angular rate in deg/sec,
+ * and r is the gyroscope state.
+ * @return float-type coefficient
+ */
+ f32 GetGyroscopeRawToDpsCoefficient() const {
+ return 14.375f; // taken from hw test, and gyroscope's document
+ }
+
+ /**
+ * 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 Layout::FramebufferLayout& GetFramebufferLayout() const {
+ return framebuffer_layout;
+ }
+
+ /**
+ * Convenience method to update the current frame layout
+ * Read from the current settings to determine which layout to use.
+ */
+ void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
+
+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;
+ circle_pad_x = 0;
+ circle_pad_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 Layout::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.
+ }
+
+ Layout::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)
+
+ s16 circle_pad_x; ///< Circle pad X-position in native 3DS pixel coordinates (-156 - 156)
+ s16 circle_pad_y; ///< Circle pad Y-position in native 3DS pixel coordinates (-156 - 156)
+
+ /**
+ * 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;
+};