// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include #include #include "common/common_types.h" #include "common/framebuffer_layout.h" #include "common/math_util.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; /** * 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); /** * Signal accelerometer state has changed. * @param x X-axis accelerometer value * @param y Y-axis accelerometer value * @param z Z-axis accelerometer value * @note all values are in unit of g (gravitational acceleration). * e.g. x = 1.0 means 9.8m/s^2 in x direction. * @see GetAccelerometerState for axis explanation. */ void AccelerometerChanged(float x, float y, float z); /** * Signal gyroscope state has changed. * @param x X-axis accelerometer value * @param y Y-axis accelerometer value * @param z Z-axis accelerometer value * @note all values are in deg/sec. * @see GetGyroscopeState for axis explanation. */ void GyroscopeChanged(float x, float y, float z); /** * 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. * @return std::tuple of (x, y, z) */ std::tuple GetAccelerometerState() { std::lock_guard lock(accel_mutex); return std::make_tuple(accel_x, accel_y, accel_z); } /** * 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. * @return std::tuple of (x, y, z) */ std::tuple GetGyroscopeState() { std::lock_guard lock(gyro_mutex); return std::make_tuple(gyro_x, gyro_y, gyro_z); } /** * 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; touch_x = 0; touch_y = 0; touch_pressed = false; accel_x = 0; accel_y = -512; accel_z = 0; gyro_x = 0; gyro_y = 0; gyro_z = 0; } 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) std::mutex accel_mutex; s16 accel_x; ///< Accelerometer X-axis value in native 3DS units s16 accel_y; ///< Accelerometer Y-axis value in native 3DS units s16 accel_z; ///< Accelerometer Z-axis value in native 3DS units std::mutex gyro_mutex; s16 gyro_x; ///< Gyroscope X-axis value in native 3DS units s16 gyro_y; ///< Gyroscope Y-axis value in native 3DS units s16 gyro_z; ///< Gyroscope Z-axis value in native 3DS units /** * Clip the provided coordinates to be inside the touchscreen area. */ std::tuple ClipToTouchScreen(unsigned new_x, unsigned new_y); };