// 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 "core/3ds.h" #include "core/frontend/framebuffer_layout.h" namespace Frontend { /// Information for the Graphics Backends signifying what type of screen pointer is in /// WindowInformation enum class WindowSystemType : u8 { Headless, Android, Windows, MacOS, X11, Wayland, }; struct Frame; /** * For smooth Vsync rendering, we want to always present the latest frame that the core generates, * but also make sure that rendering happens at the pace that the frontend dictates. This is a * helper class that the renderer can define to sync frames between the render thread and the * presentation thread */ class TextureMailbox { public: virtual ~TextureMailbox() = default; /** * Recreate the render objects attached to this frame with the new specified width/height */ virtual void ReloadRenderFrame(Frontend::Frame* frame, u32 width, u32 height) = 0; /** * Recreate the presentation objects attached to this frame with the new specified width/height */ virtual void ReloadPresentFrame(Frontend::Frame* frame, u32 width, u32 height) = 0; /** * Render thread calls this to get an available frame to present */ virtual Frontend::Frame* GetRenderFrame() = 0; /** * Render thread calls this after draw commands are done to add to the presentation mailbox */ virtual void ReleaseRenderFrame(Frame* frame) = 0; /** * Presentation thread calls this to get the latest frame available to present. If there is no * frame available after timeout, returns the previous frame. If there is no previous frame it * returns nullptr */ virtual Frontend::Frame* TryGetPresentFrame(int timeout_ms) = 0; }; /** * Represents a graphics context that can be used for background computation or drawing. If the * graphics backend doesn't require the context, then the implementation of these methods can be * stubs */ class GraphicsContext { public: virtual ~GraphicsContext(); /// Inform the driver to swap the front/back buffers and present the current image virtual void SwapBuffers(){}; /// Makes the graphics context current for the caller thread virtual void MakeCurrent(){}; /// Releases (dunno if this is the "right" word) the context from the caller thread virtual void DoneCurrent(){}; class Scoped { public: explicit Scoped(GraphicsContext& context_) : context(context_) { context.MakeCurrent(); } ~Scoped() { context.DoneCurrent(); } private: GraphicsContext& context; }; /// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value /// ends [[nodiscard]] Scoped Acquire() { return Scoped{*this}; } }; /** * 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 GraphicsContext { public: class TouchState; /// Data structure to store emuwindow configuration struct WindowConfig { bool fullscreen = false; int res_width = 0; int res_height = 0; std::pair min_client_area_size{ Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight}; }; /// 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; }; /// Polls window events virtual void PollEvents() = 0; /** * Returns a GraphicsContext that the frontend provides that is shared with the emu window. This * context can be used from other threads for background graphics computation. If the frontend * is using a graphics backend that doesn't need anything specific to run on a different thread, * then it can use a stubbed implemenation for GraphicsContext. * * If the return value is null, then the core should assume that the frontend cannot provide a * Shared Context */ virtual std::unique_ptr CreateSharedContext() const { return nullptr; } /** * Save current GraphicsContext. */ virtual void SaveContext(){}; /** * Restore saved GraphicsContext. */ virtual void RestoreContext(){}; /** * 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 * @returns True if the coordinates are within the touchpad, otherwise false */ bool 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); /** * 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; } bool StrictContextRequired() const { return strict_context_required; } /** * 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; } /** * 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 { 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, bool is_portrait_mode = {}); std::unique_ptr mailbox = nullptr; protected: EmuWindow(); EmuWindow(bool is_secondary); 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); active_config.min_client_area_size = 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; } bool is_secondary{}; bool strict_context_required{}; WindowSystemInfo window_info; 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( [[maybe_unused]] std::pair minimal_size) { // By default, ignore this request and do nothing. } void CreateTouchState(); /** * Check if the given x/y coordinates are within the touchpad specified by the framebuffer * layout * @param layout FramebufferLayout object describing the framebuffer size and screen positions * @param framebuffer_x Framebuffer x-coordinate to check * @param framebuffer_y Framebuffer y-coordinate to check * @return True if the coordinates are within the touchpad, otherwise false */ bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x, unsigned framebuffer_y); Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout WindowConfig config{}; ///< Internal configuration (changes pending for being applied in /// ProcessConfigurationChanges) WindowConfig active_config{}; ///< Internal active configuration std::shared_ptr touch_state; /** * Clip the provided coordinates to be inside the touchscreen area. */ std::tuple ClipToTouchScreen(unsigned new_x, unsigned new_y) const; void UpdateMinimumWindowSize(std::pair min_size); }; } // namespace Frontend