cdb240f3d4
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75
234 lines
8.1 KiB
C++
234 lines
8.1 KiB
C++
// SPDX-FileCopyrightText: 2014 Citra Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#pragma once
|
|
|
|
#include <memory>
|
|
#include <utility>
|
|
#include "common/common_types.h"
|
|
#include "core/frontend/framebuffer_layout.h"
|
|
|
|
namespace Core::Frontend {
|
|
|
|
/// Information for the Graphics Backends signifying what type of screen pointer is in
|
|
/// WindowInformation
|
|
enum class WindowSystemType {
|
|
Headless,
|
|
Windows,
|
|
X11,
|
|
Wayland,
|
|
};
|
|
|
|
/**
|
|
* Represents a drawing context that supports graphics operations.
|
|
*/
|
|
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:
|
|
[[nodiscard]] explicit Scoped(GraphicsContext& context_) : context(context_) {
|
|
context.MakeCurrent();
|
|
}
|
|
~Scoped() {
|
|
if (active) {
|
|
context.DoneCurrent();
|
|
}
|
|
}
|
|
|
|
/// In the event that context was destroyed before the Scoped is destroyed, this provides a
|
|
/// mechanism to prevent calling a destroyed object's method during the deconstructor
|
|
void Cancel() {
|
|
active = false;
|
|
}
|
|
|
|
private:
|
|
GraphicsContext& context;
|
|
bool active{true};
|
|
};
|
|
|
|
/// 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:
|
|
/// Data structure to store emuwindow configuration
|
|
struct WindowConfig {
|
|
bool fullscreen = false;
|
|
int res_width = 0;
|
|
int res_height = 0;
|
|
std::pair<u32, u32> min_client_area_size;
|
|
};
|
|
|
|
/// 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;
|
|
};
|
|
|
|
/// Called from GPU thread when a frame is displayed.
|
|
virtual void OnFrameDisplayed() {}
|
|
|
|
/**
|
|
* Returns a GraphicsContext that the frontend provides to be used for rendering.
|
|
*/
|
|
virtual std::unique_ptr<GraphicsContext> CreateSharedContext() const = 0;
|
|
|
|
/// Returns if window is shown (not minimized)
|
|
virtual bool IsShown() const = 0;
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
/**
|
|
* 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(u32 width, u32 height);
|
|
|
|
protected:
|
|
explicit EmuWindow();
|
|
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);
|
|
config.min_client_area_size = active_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;
|
|
}
|
|
|
|
/**
|
|
* Update internal client area size with the given parameter.
|
|
* @note EmuWindow implementations will usually use this in window resize event handlers.
|
|
*/
|
|
void NotifyClientAreaSizeChanged(std::pair<u32, u32> size) {
|
|
client_area_width = size.first;
|
|
client_area_height = size.second;
|
|
}
|
|
|
|
/**
|
|
* Converts a screen postion into the equivalent touchscreen position.
|
|
*/
|
|
std::pair<f32, f32> MapToTouchScreen(u32 framebuffer_x, u32 framebuffer_y) const;
|
|
|
|
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(std::pair<u32, u32>) {
|
|
// By default, ignore this request and do nothing.
|
|
}
|
|
|
|
/**
|
|
* Clip the provided coordinates to be inside the touchscreen area.
|
|
*/
|
|
std::pair<u32, u32> ClipToTouchScreen(u32 new_x, u32 new_y) const;
|
|
|
|
Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
|
|
|
|
u32 client_area_width; ///< Current client width, should be set by window impl.
|
|
u32 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
|
|
};
|
|
|
|
} // namespace Core::Frontend
|