// 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/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; }; /// 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 top_screen; MathUtil::Rectangle 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 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 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; 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 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. } 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; };