From 64f98f4d0f33b5c626d86a05ab9dd8060e160cc5 Mon Sep 17 00:00:00 2001 From: MerryMage Date: Fri, 23 Dec 2016 13:37:40 +0000 Subject: core: Move emu_window and key_map into core * Removes circular dependences (common should not depend on core) --- src/core/frontend/emu_window.h | 290 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 290 insertions(+) create mode 100644 src/core/frontend/emu_window.h (limited to 'src/core/frontend/emu_window.h') diff --git a/src/core/frontend/emu_window.h b/src/core/frontend/emu_window.h new file mode 100644 index 000000000..835c4d500 --- /dev/null +++ b/src/core/frontend/emu_window.h @@ -0,0 +1,290 @@ +// Copyright 2014 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include +#include +#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 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 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 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 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 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& 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& 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 ClipToTouchScreen(unsigned new_x, unsigned new_y); + + Service::HID::PadState pad_state; +}; -- cgit v1.2.3