// SPDX-FileCopyrightText: 2014 Citra Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include #include "common/common_types.h" #include "core/frontend/framebuffer_layout.h" namespace Core::Frontend { class GraphicsContext; /// Information for the Graphics Backends signifying what type of screen pointer is in /// WindowInformation enum class WindowSystemType { Headless, Windows, X11, Wayland, Cocoa, Android, }; /** * 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 = false; int res_width = 0; int res_height = 0; std::pair min_client_area_size; }; /// Data describing host window system information struct WindowSystemInfo { // Window system type. Determines which GL context or Vulkan WSI is used. WindowSystemType type = WindowSystemType::Headless; // Connection to a display server. This is used on X11 and Wayland platforms. void* display_connection = nullptr; // Render surface. This is a pointer to the native window handle, which depends // on the platform. e.g. HWND for Windows, Window for X11. If the surface is // set to nullptr, the video backend will run in headless mode. void* render_surface = nullptr; // Scale of the render surface. For hidpi systems, this will be >1. float render_surface_scale = 1.0f; }; /// Called from GPU thread when a frame is displayed. virtual void OnFrameDisplayed() {} /** * Returns a GraphicsContext that the frontend provides to be used for rendering. */ virtual std::unique_ptr CreateSharedContext() const = 0; /// Returns if window is shown (not minimized) virtual bool IsShown() const = 0; /** * 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; } bool StrictContextRequired() const { return strict_context_required; } /** * 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; } /** * Returns system information about the drawing area. */ const WindowSystemInfo& GetWindowInfo() const { return window_info; } /** * 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(u32 width, u32 height); protected: explicit EmuWindow(); 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(std::pair size) { client_area_width = size.first; client_area_height = size.second; } /** * Converts a screen position into the equivalent touchscreen position. */ std::pair MapToTouchScreen(u32 framebuffer_x, u32 framebuffer_y) const; WindowSystemInfo window_info; bool strict_context_required = false; 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(std::pair) { // By default, ignore this request and do nothing. } /** * Clip the provided coordinates to be inside the touchscreen area. */ std::pair ClipToTouchScreen(u32 new_x, u32 new_y) const; Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout u32 client_area_width; ///< Current client width, should be set by window impl. u32 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 }; } // namespace Core::Frontend