yuzu-mainline/src/yuzu/bootmanager.h
Lioncash 9e1b0af259 input_common: Eliminate most global state
Abstracts most of the input mechanisms under an InputSubsystem class
that is managed by the frontends, eliminating any static constructors
and destructors. This gets rid of global accessor functions and also
allows the frontends to have a more fine-grained control over the
lifecycle of the input subsystem.

This also makes it explicit which interfaces rely on the input subsystem
instead of making it opaque in the interface functions. All that remains
to migrate over is the factories, which can be done in a separate
change.
2020-08-27 16:11:17 -04:00

210 lines
5.7 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <condition_variable>
#include <mutex>
#include <QImage>
#include <QThread>
#include <QWidget>
#include <QWindow>
#include "common/thread.h"
#include "core/core.h"
#include "core/frontend/emu_window.h"
class GRenderWindow;
class GMainWindow;
class QKeyEvent;
class QTouchEvent;
class QStringList;
namespace InputCommon {
class InputSubsystem;
}
namespace VideoCore {
enum class LoadCallbackStage;
}
class EmuThread final : public QThread {
Q_OBJECT
public:
explicit EmuThread();
~EmuThread() override;
/**
* Start emulation (on new thread)
* @warning Only call when not running!
*/
void run() override;
/**
* Steps the emulation thread by a single CPU instruction (if the CPU is not already running)
* @note This function is thread-safe
*/
void ExecStep() {
exec_step = true;
running_cv.notify_all();
}
/**
* Sets whether the emulation thread is running or not
* @param running Boolean value, set the emulation thread to running if true
* @note This function is thread-safe
*/
void SetRunning(bool running) {
std::unique_lock lock{running_mutex};
this->running = running;
lock.unlock();
running_cv.notify_all();
if (!running) {
running_wait.Set();
/// Wait until effectively paused
while (running_guard)
;
}
}
/**
* Check if the emulation thread is running or not
* @return True if the emulation thread is running, otherwise false
* @note This function is thread-safe
*/
bool IsRunning() const {
return running;
}
/**
* Requests for the emulation thread to stop running
*/
void RequestStop() {
stop_run = true;
SetRunning(false);
}
private:
bool exec_step = false;
bool running = false;
std::atomic_bool stop_run{false};
std::mutex running_mutex;
std::condition_variable running_cv;
Common::Event running_wait{};
std::atomic_bool running_guard{false};
signals:
/**
* Emitted when the CPU has halted execution
*
* @warning When connecting to this signal from other threads, make sure to specify either
* Qt::QueuedConnection (invoke slot within the destination object's message thread) or even
* Qt::BlockingQueuedConnection (additionally block source thread until slot returns)
*/
void DebugModeEntered();
/**
* Emitted right before the CPU continues execution
*
* @warning When connecting to this signal from other threads, make sure to specify either
* Qt::QueuedConnection (invoke slot within the destination object's message thread) or even
* Qt::BlockingQueuedConnection (additionally block source thread until slot returns)
*/
void DebugModeLeft();
void ErrorThrown(Core::System::ResultStatus, std::string);
void LoadProgress(VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total);
};
class GRenderWindow : public QWidget, public Core::Frontend::EmuWindow {
Q_OBJECT
public:
explicit GRenderWindow(GMainWindow* parent, EmuThread* emu_thread_,
InputCommon::InputSubsystem* input_subsystem_);
~GRenderWindow() override;
// EmuWindow implementation.
void PollEvents() override;
bool IsShown() const override;
std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override;
void BackupGeometry();
void RestoreGeometry();
void restoreGeometry(const QByteArray& geometry); // overridden
QByteArray saveGeometry(); // overridden
qreal windowPixelRatio() const;
void closeEvent(QCloseEvent* event) override;
void resizeEvent(QResizeEvent* event) override;
void keyPressEvent(QKeyEvent* event) override;
void keyReleaseEvent(QKeyEvent* event) override;
void mousePressEvent(QMouseEvent* event) override;
void mouseMoveEvent(QMouseEvent* event) override;
void mouseReleaseEvent(QMouseEvent* event) override;
bool event(QEvent* event) override;
void focusOutEvent(QFocusEvent* event) override;
bool InitRenderTarget();
/// Destroy the previous run's child_widget which should also destroy the child_window
void ReleaseRenderTarget();
void CaptureScreenshot(u32 res_scale, const QString& screenshot_path);
std::pair<u32, u32> ScaleTouch(const QPointF& pos) const;
public slots:
void OnEmulationStarting(EmuThread* emu_thread);
void OnEmulationStopping();
void OnFramebufferSizeChanged();
signals:
/// Emitted when the window is closed
void Closed();
void FirstFrameDisplayed();
private:
void TouchBeginEvent(const QTouchEvent* event);
void TouchUpdateEvent(const QTouchEvent* event);
void TouchEndEvent();
void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) override;
bool InitializeOpenGL();
bool InitializeVulkan();
bool LoadOpenGL();
QStringList GetUnsupportedGLExtensions() const;
EmuThread* emu_thread;
InputCommon::InputSubsystem* input_subsystem;
// Main context that will be shared with all other contexts that are requested.
// If this is used in a shared context setting, then this should not be used directly, but
// should instead be shared from
std::shared_ptr<Core::Frontend::GraphicsContext> main_context;
/// Temporary storage of the screenshot taken
QImage screenshot_image;
QByteArray geometry;
QWidget* child_widget = nullptr;
bool first_frame = false;
protected:
void showEvent(QShowEvent* event) override;
};