suyu/src/core/frontend/emu_window.h

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chore: make yuzu REUSE compliant [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
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// SPDX-FileCopyrightText: 2014 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
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#include <utility>
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#include "common/common_types.h"
#include "core/frontend/framebuffer_layout.h"
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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,
};
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/**
* 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.
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*/
class EmuWindow {
public:
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/// Data structure to store emuwindow configuration
struct WindowConfig {
bool fullscreen = false;
int res_width = 0;
int res_height = 0;
std::pair<u32, u32> 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() {}
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/**
* Returns a GraphicsContext that the frontend provides to be used for rendering.
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*/
virtual std::unique_ptr<GraphicsContext> CreateSharedContext() const = 0;
/// Returns if window is shown (not minimized)
virtual bool IsShown() const = 0;
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/**
* Returns currently active configuration.
* @note Accesses to the returned object need not be consistent because it may be modified in
* another thread
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*/
const WindowConfig& GetActiveConfig() const {
return active_config;
}
bool StrictContextRequired() const {
return strict_context_required;
}
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/**
* 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.
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*/
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 {
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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();
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/**
* Processes any pending configuration changes from the last SetConfig call.
* This method invokes OnMinimalClientAreaChangeRequest if the corresponding configuration
* field changed.
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* @note Implementations will usually want to call this from the GUI thread.
* @todo Actually call this in existing implementations.
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*/
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;
}
}
/**
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* Update framebuffer layout with the given parameter.
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* @note EmuWindow implementations will usually use this in window resize event handlers.
*/
void NotifyFramebufferLayoutChanged(const Layout::FramebufferLayout& layout) {
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framebuffer_layout = layout;
}
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/**
* 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<u32, u32> size) {
client_area_width = size.first;
client_area_height = size.second;
}
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/**
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* Converts a screen position into the equivalent touchscreen position.
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*/
std::pair<f32, f32> MapToTouchScreen(u32 framebuffer_x, u32 framebuffer_y) const;
/**
* Clip the provided coordinates to be inside the touchscreen area.
*/
std::pair<u32, u32> ClipToTouchScreen(u32 new_x, u32 new_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<u32, u32>) {
// By default, ignore this request and do nothing.
}
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