suyu/src/core/frontend/emu_window.h

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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <mutex>
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#include <tuple>
#include <utility>
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#include "common/common_types.h"
#include "common/framebuffer_layout.h"
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#include "common/math_util.h"
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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;
int res_width;
int res_height;
std::pair<unsigned, unsigned> min_client_area_size;
};
/// Swap buffers to display the next frame
virtual void SwapBuffers() = 0;
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/// 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);
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/**
* 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
*/
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std::tuple<u16, u16, bool> GetTouchState() const {
return std::make_tuple(touch_x, touch_y, touch_pressed);
}
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/**
* 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)
*/
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std::tuple<s16, s16, s16> GetAccelerometerState() {
std::lock_guard<std::mutex> lock(accel_mutex);
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return std::make_tuple(accel_x, accel_y, accel_z);
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}
/**
* 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)
*/
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std::tuple<s16, s16, s16> GetGyroscopeState() {
std::lock_guard<std::mutex> lock(gyro_mutex);
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return std::make_tuple(gyro_x, gyro_y, gyro_z);
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}
/**
* 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
}
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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;
}
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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;
}
/**
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* Gets the framebuffer layout (width, height, and screen regions)
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* @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(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;
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accel_x = 0;
accel_y = -512;
accel_z = 0;
gyro_x = 0;
gyro_y = 0;
gyro_z = 0;
}
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(const std::pair<unsigned, unsigned>& 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<unsigned, unsigned>& 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;
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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;
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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<unsigned, unsigned> ClipToTouchScreen(unsigned new_x, unsigned new_y);
};