UI: Massive revamp, new features and improvements
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264
src/duckstation-qt/qthost.h
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264
src/duckstation-qt/qthost.h
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#pragma once
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#include "core/host.h"
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#include "core/host_display.h"
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#include "core/host_settings.h"
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#include "core/system.h"
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#include "core/types.h"
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#include "frontend-common/common_host.h"
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#include "frontend-common/game_list.h"
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#include "frontend-common/input_manager.h"
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#include "qtutils.h"
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#include <QtCore/QByteArray>
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#include <QtCore/QMetaType>
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#include <QtCore/QObject>
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#include <QtCore/QSemaphore>
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#include <QtCore/QSettings>
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#include <QtCore/QString>
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#include <QtCore/QThread>
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#include <atomic>
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#include <functional>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <optional>
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#include <utility>
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#include <vector>
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class ByteStream;
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class QActionGroup;
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class QEventLoop;
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class QMenu;
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class QWidget;
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class QTimer;
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class QTranslator;
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class INISettingsInterface;
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class HostDisplay;
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class MainWindow;
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class DisplayWidget;
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Q_DECLARE_METATYPE(std::optional<bool>);
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Q_DECLARE_METATYPE(std::shared_ptr<SystemBootParameters>);
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// These cause errors when compiling with gcc, implicitly defined?
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// Q_DECLARE_METATYPE(std::function<void()>);
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// Q_DECLARE_METATYPE(GPURenderer);
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// Q_DECLARE_METATYPE(InputBindingKey);
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class EmuThread : public QThread
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{
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Q_OBJECT
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public:
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/// This class is a scoped lock on the system, which prevents it from running while
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/// the object exists. Its purpose is to be used for blocking/modal popup boxes,
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/// where the VM needs to exit fullscreen temporarily.
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class SystemLock
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{
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public:
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SystemLock(SystemLock&& lock);
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SystemLock(const SystemLock&) = delete;
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~SystemLock();
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/// Cancels any pending unpause/fullscreen transition.
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/// Call when you're going to destroy the system anyway.
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void cancelResume();
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private:
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SystemLock(bool was_paused, bool was_fullscreen);
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friend EmuThread;
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bool m_was_paused;
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bool m_was_fullscreen;
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};
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public:
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explicit EmuThread(QThread* ui_thread);
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~EmuThread();
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static void start();
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static void stop();
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ALWAYS_INLINE bool isOnThread() const { return QThread::currentThread() == this; }
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ALWAYS_INLINE QEventLoop* getEventLoop() const { return m_event_loop; }
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ALWAYS_INLINE bool isFullscreen() const { return m_is_fullscreen; }
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ALWAYS_INLINE bool isRenderingToMain() const { return m_is_rendering_to_main; }
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ALWAYS_INLINE bool isSurfaceless() const { return m_is_surfaceless; }
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ALWAYS_INLINE bool isRunningFullscreenUI() const { return m_run_fullscreen_ui; }
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bool acquireHostDisplay(HostDisplay::RenderAPI api);
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void connectDisplaySignals(DisplayWidget* widget);
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void releaseHostDisplay();
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void renderDisplay();
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void startBackgroundControllerPollTimer();
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void stopBackgroundControllerPollTimer();
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void wakeThread();
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bool shouldRenderToMain() const;
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void loadSettings(SettingsInterface& si);
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void setInitialState();
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void checkForSettingsChanges(const Settings& old_settings);
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void bootOrLoadState(std::string path);
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void updatePerformanceCounters();
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void resetPerformanceCounters();
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/// Locks the system by pausing it, while a popup dialog is displayed.
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/// This version is **only** for the system thread. UI thread should use the MainWindow variant.
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SystemLock pauseAndLockSystem();
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Q_SIGNALS:
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void errorReported(const QString& title, const QString& message);
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bool messageConfirmed(const QString& title, const QString& message);
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void debuggerMessageReported(const QString& message);
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void settingsResetToDefault();
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void onInputDevicesEnumerated(const QList<QPair<QString, QString>>& devices);
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void onInputDeviceConnected(const QString& identifier, const QString& device_name);
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void onInputDeviceDisconnected(const QString& identifier);
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void onVibrationMotorsEnumerated(const QList<InputBindingKey>& motors);
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void systemStarting();
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void systemStarted();
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void systemDestroyed();
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void systemPaused();
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void systemResumed();
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void gameListRefreshed();
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bool createDisplayRequested(bool fullscreen, bool render_to_main);
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bool updateDisplayRequested(bool fullscreen, bool render_to_main, bool surfaceless);
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void displaySizeRequested(qint32 width, qint32 height);
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void focusDisplayWidgetRequested();
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void destroyDisplayRequested();
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void runningGameChanged(const QString& filename, const QString& game_code, const QString& game_title);
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void inputProfileLoaded();
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void mouseModeRequested(bool relative, bool hide_cursor);
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void achievementsRefreshed(quint32 id, const QString& game_info_string, quint32 total, quint32 points);
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void achievementsChallengeModeChanged();
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void cheatEnabled(quint32 index, bool enabled);
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public Q_SLOTS:
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void setDefaultSettings(bool system = true, bool controller = true);
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void applySettings(bool display_osd_messages = false);
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void reloadGameSettings(bool display_osd_messages = false);
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void reloadInputSources();
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void reloadInputBindings();
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void enumerateInputDevices();
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void enumerateVibrationMotors();
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void startFullscreenUI();
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void stopFullscreenUI();
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void bootSystem(std::shared_ptr<SystemBootParameters> params);
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void resumeSystemFromMostRecentState();
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void shutdownSystem(bool save_state = true);
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void resetSystem();
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void setSystemPaused(bool paused, bool wait_until_paused = false);
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void changeDisc(const QString& new_disc_filename);
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void changeDiscFromPlaylist(quint32 index);
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void loadState(const QString& filename);
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void loadState(bool global, qint32 slot);
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void saveState(const QString& filename, bool block_until_done = false);
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void saveState(bool global, qint32 slot, bool block_until_done = false);
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void undoLoadState();
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void setAudioOutputVolume(int volume, int fast_forward_volume);
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void setAudioOutputMuted(bool muted);
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void startDumpingAudio();
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void stopDumpingAudio();
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void singleStepCPU();
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void dumpRAM(const QString& filename);
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void dumpVRAM(const QString& filename);
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void dumpSPURAM(const QString& filename);
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void saveScreenshot();
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void redrawDisplayWindow();
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void toggleFullscreen();
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void setFullscreen(bool fullscreen);
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void setSurfaceless(bool surfaceless);
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void requestDisplaySize(float scale);
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void loadCheatList(const QString& filename);
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void setCheatEnabled(quint32 index, bool enabled);
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void applyCheat(quint32 index);
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void reloadPostProcessingShaders();
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private Q_SLOTS:
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void stopInThread();
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void onDisplayWindowMouseMoveEvent(bool relative, float x, float y);
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void onDisplayWindowMouseButtonEvent(int button, bool pressed);
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void onDisplayWindowMouseWheelEvent(const QPoint& delta_angle);
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void onDisplayWindowResized(int width, int height);
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void onDisplayWindowKeyEvent(int key, bool pressed);
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void doBackgroundControllerPoll();
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void runOnEmuThread(std::function<void()> callback);
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protected:
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void run() override;
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private:
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using InputButtonHandler = std::function<void(bool)>;
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using InputAxisHandler = std::function<void(float)>;
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void createBackgroundControllerPollTimer();
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void destroyBackgroundControllerPollTimer();
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void updateDisplayState();
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QThread* m_ui_thread;
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QSemaphore m_started_semaphore;
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QEventLoop* m_event_loop = nullptr;
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QTimer* m_background_controller_polling_timer = nullptr;
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std::atomic_bool m_shutdown_flag{false};
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bool m_run_fullscreen_ui = false;
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bool m_is_rendering_to_main = false;
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bool m_is_fullscreen = false;
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bool m_is_exclusive_fullscreen = false;
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bool m_lost_exclusive_fullscreen = false;
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bool m_is_surfaceless = false;
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bool m_save_state_on_shutdown = false;
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bool m_was_paused_by_focus_loss = false;
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float m_last_speed = std::numeric_limits<float>::infinity();
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float m_last_game_fps = std::numeric_limits<float>::infinity();
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float m_last_video_fps = std::numeric_limits<float>::infinity();
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u32 m_last_render_width = std::numeric_limits<u32>::max();
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u32 m_last_render_height = std::numeric_limits<u32>::max();
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GPURenderer m_last_renderer = GPURenderer::Count;
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};
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extern EmuThread* g_emu_thread;
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namespace QtHost {
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/// Sets batch mode (exit after game shutdown).
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bool InBatchMode();
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/// Sets NoGUI mode (implys batch mode, does not display main window, exits on shutdown).
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bool InNoGUIMode();
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/// Executes a function on the UI thread.
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void RunOnUIThread(const std::function<void()>& func, bool block = false);
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/// Returns a list of supported languages and codes (suffixes for translation files).
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std::vector<std::pair<QString, QString>> GetAvailableLanguageList();
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/// Call when the language changes.
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void ReinstallTranslator();
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/// Returns the application name and version, optionally including debug/devel config indicator.
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QString GetAppNameAndVersion();
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/// Returns the debug/devel config indicator.
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QString GetAppConfigSuffix();
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/// Returns the base path for resources. This may be : prefixed, if we're using embedded resources.
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QString GetResourcesBasePath();
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/// Thread-safe settings access.
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void QueueSettingsSave();
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/// VM state, safe to access on UI thread.
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bool IsSystemValid();
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bool IsSystemPaused();
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} // namespace QtHost
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