ce441237cf
clang-format Co-authored-by: BreadFish64 <mohror64@gmail.com>
234 lines
8.5 KiB
C++
234 lines
8.5 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <tuple>
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#include <utility>
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#include "common/common_types.h"
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#include "core/frontend/framebuffer_layout.h"
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namespace Frontend {
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struct Frame;
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/**
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* For smooth Vsync rendering, we want to always present the latest frame that the core generates,
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* but also make sure that rendering happens at the pace that the frontend dictates. This is a
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* helper class that the renderer can define to sync frames between the render thread and the
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* presentation thread
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*/
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class TextureMailbox {
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public:
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virtual ~TextureMailbox() = default;
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/**
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* Recreate the render objects attached to this frame with the new specified width/height
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*/
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virtual void ReloadRenderFrame(Frontend::Frame* frame, u32 width, u32 height) = 0;
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/**
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* Recreate the presentation objects attached to this frame with the new specified width/height
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*/
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virtual void ReloadPresentFrame(Frontend::Frame* frame, u32 width, u32 height) = 0;
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/**
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* Render thread calls this to get an available frame to present
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*/
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virtual Frontend::Frame* GetRenderFrame() = 0;
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/**
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* Render thread calls this after draw commands are done to add to the presentation mailbox
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*/
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virtual void ReleaseRenderFrame(Frame* frame) = 0;
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/**
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* Presentation thread calls this to get the latest frame available to present. If there is no
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* frame available after timeout, returns the previous frame. If there is no previous frame it
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* returns nullptr
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*/
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virtual Frontend::Frame* TryGetPresentFrame(int timeout_ms) = 0;
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};
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/**
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* Represents a graphics context that can be used for background computation or drawing. If the
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* graphics backend doesn't require the context, then the implementation of these methods can be
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* stubs
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*/
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class GraphicsContext {
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public:
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virtual ~GraphicsContext();
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/// Makes the graphics context current for the caller thread
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virtual void MakeCurrent() = 0;
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/// Releases (dunno if this is the "right" word) the context from the caller thread
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virtual void DoneCurrent() = 0;
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};
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/**
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* Abstraction class used to provide an interface between emulation code and the frontend
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* (e.g. SDL, QGLWidget, GLFW, etc...).
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*
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* Design notes on the interaction between EmuWindow and the emulation core:
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* - Generally, decisions on anything visible to the user should be left up to the GUI.
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* For example, the emulation core should not try to dictate some window title or size.
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* This stuff is not the core's business and only causes problems with regards to thread-safety
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* anyway.
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* - Under certain circumstances, it may be desirable for the core to politely request the GUI
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* to set e.g. a minimum window size. However, the GUI should always be free to ignore any
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* such hints.
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* - EmuWindow may expose some of its state as read-only to the emulation core, however care
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* should be taken to make sure the provided information is self-consistent. This requires
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* some sort of synchronization (most of this is still a TODO).
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* - DO NOT TREAT THIS CLASS AS A GUI TOOLKIT ABSTRACTION LAYER. That's not what it is. Please
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* re-read the upper points again and think about it if you don't see this.
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*/
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class EmuWindow : public GraphicsContext {
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public:
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/// Data structure to store emuwindow configuration
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struct WindowConfig {
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bool fullscreen = false;
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int res_width = 0;
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int res_height = 0;
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std::pair<unsigned, unsigned> min_client_area_size;
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};
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/// Polls window events
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virtual void PollEvents() = 0;
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/**
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* Returns a GraphicsContext that the frontend provides that is shared with the emu window. This
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* context can be used from other threads for background graphics computation. If the frontend
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* is using a graphics backend that doesn't need anything specific to run on a different thread,
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* then it can use a stubbed implemenation for GraphicsContext.
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*
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* If the return value is null, then the core should assume that the frontend cannot provide a
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* Shared Context
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*/
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virtual std::unique_ptr<GraphicsContext> CreateSharedContext() const {
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return nullptr;
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}
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/**
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* Save current GraphicsContext.
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*/
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virtual void SaveContext(){};
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/**
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* Restore saved GraphicsContext.
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*/
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virtual void RestoreContext(){};
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/**
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* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
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* @param framebuffer_x Framebuffer x-coordinate that was pressed
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* @param framebuffer_y Framebuffer y-coordinate that was pressed
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* @returns True if the coordinates are within the touchpad, otherwise false
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*/
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bool TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y);
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/// Signal that a touch released event has occurred (e.g. mouse click released)
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void TouchReleased();
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/**
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* Signal that a touch movement event has occurred (e.g. mouse was moved over the emu window)
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* @param framebuffer_x Framebuffer x-coordinate
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* @param framebuffer_y Framebuffer y-coordinate
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*/
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void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
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/**
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* Returns currently active configuration.
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* @note Accesses to the returned object need not be consistent because it may be modified in
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* another thread
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*/
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const WindowConfig& GetActiveConfig() const {
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return active_config;
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}
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/**
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* Requests the internal configuration to be replaced by the specified argument at some point in
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* the future.
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* @note This method is thread-safe, because it delays configuration changes to the GUI event
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* loop. Hence there is no guarantee on when the requested configuration will be active.
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*/
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void SetConfig(const WindowConfig& val) {
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config = val;
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}
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/**
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* Gets the framebuffer layout (width, height, and screen regions)
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* @note This method is thread-safe
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*/
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const Layout::FramebufferLayout& GetFramebufferLayout() const {
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return framebuffer_layout;
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}
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/**
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* Convenience method to update the current frame layout
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* Read from the current settings to determine which layout to use.
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*/
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void UpdateCurrentFramebufferLayout(unsigned width, unsigned height,
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bool is_portrait_mode = {});
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std::unique_ptr<TextureMailbox> mailbox = nullptr;
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protected:
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EmuWindow();
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virtual ~EmuWindow();
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/**
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* Processes any pending configuration changes from the last SetConfig call.
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* This method invokes OnMinimalClientAreaChangeRequest if the corresponding configuration
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* field changed.
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* @note Implementations will usually want to call this from the GUI thread.
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* @todo Actually call this in existing implementations.
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*/
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void ProcessConfigurationChanges() {
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// TODO: For proper thread safety, we should eventually implement a proper
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// multiple-writer/single-reader queue...
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if (config.min_client_area_size != active_config.min_client_area_size) {
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OnMinimalClientAreaChangeRequest(config.min_client_area_size);
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active_config.min_client_area_size = config.min_client_area_size;
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}
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}
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/**
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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.
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*/
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void NotifyFramebufferLayoutChanged(const Layout::FramebufferLayout& layout) {
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framebuffer_layout = layout;
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}
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private:
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/**
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* Handler called when the minimal client area was requested to be changed via SetConfig.
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* For the request to be honored, EmuWindow implementations will usually reimplement this
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* function.
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*/
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virtual void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
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// By default, ignore this request and do nothing.
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}
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Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
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WindowConfig config; ///< Internal configuration (changes pending for being applied in
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/// ProcessConfigurationChanges)
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WindowConfig active_config; ///< Internal active configuration
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class TouchState;
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std::shared_ptr<TouchState> touch_state;
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/**
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* Clip the provided coordinates to be inside the touchscreen area.
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*/
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std::tuple<unsigned, unsigned> ClipToTouchScreen(unsigned new_x, unsigned new_y) const;
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void UpdateMinimumWindowSize(std::pair<unsigned, unsigned> min_size);
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};
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} // namespace Frontend
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