FullscreenUI: Move functionality to Host

This commit is contained in:
Stenzek 2024-01-20 20:09:32 +10:00
parent bc04854ed3
commit b98ac8722a
No known key found for this signature in database
7 changed files with 214 additions and 353 deletions

View file

@ -44,7 +44,6 @@
#include <atomic>
#include <bitset>
#include <thread>
#include <unordered_map>
#include <utility>
#include <vector>
@ -207,15 +206,6 @@ struct PostProcessingStageInfo
std::vector<PostProcessing::ShaderOption> options;
};
//////////////////////////////////////////////////////////////////////////
// Utility
//////////////////////////////////////////////////////////////////////////
static void StartAsyncOp(std::function<void(::ProgressCallback*)> callback, std::string name);
static void AsyncOpThreadEntryPoint(std::function<void(::ProgressCallback*)> callback,
FullscreenUI::ProgressCallback* progress);
static void CancelAsyncOpWithName(const std::string_view& name);
static void CancelAsyncOps();
//////////////////////////////////////////////////////////////////////////
// Main
//////////////////////////////////////////////////////////////////////////
@ -240,11 +230,6 @@ static bool s_pause_menu_was_open = false;
static bool s_was_paused_on_quick_menu_open = false;
static bool s_about_window_open = false;
// async operations (e.g. cover downloads)
using AsyncOpEntry = std::pair<std::thread, std::unique_ptr<FullscreenUI::ProgressCallback>>;
static std::mutex s_async_op_mutex;
static std::deque<AsyncOpEntry> s_async_ops;
//////////////////////////////////////////////////////////////////////////
// Resources
//////////////////////////////////////////////////////////////////////////
@ -454,7 +439,6 @@ static bool s_save_state_selector_resuming = false;
// Game List
//////////////////////////////////////////////////////////////////////////
static void DrawGameListWindow();
static void DrawCoverDownloaderWindow();
static void DrawGameList(const ImVec2& heading_size);
static void DrawGameGrid(const ImVec2& heading_size);
static void HandleGameListActivate(const GameList::Entry* entry);
@ -490,77 +474,6 @@ void FullscreenUI::TimeToPrintableString(SmallStringBase* str, time_t t)
str->assign(buf);
}
void FullscreenUI::StartAsyncOp(std::function<void(::ProgressCallback*)> callback, std::string name)
{
CancelAsyncOpWithName(name);
std::unique_lock lock(s_async_op_mutex);
std::unique_ptr<FullscreenUI::ProgressCallback> progress(
std::make_unique<FullscreenUI::ProgressCallback>(std::move(name)));
std::thread thread(AsyncOpThreadEntryPoint, std::move(callback), progress.get());
s_async_ops.emplace_back(std::move(thread), std::move(progress));
}
void FullscreenUI::CancelAsyncOpWithName(const std::string_view& name)
{
std::unique_lock lock(s_async_op_mutex);
for (auto iter = s_async_ops.begin(); iter != s_async_ops.end(); ++iter)
{
if (name != iter->second->GetName())
continue;
// move the thread out so it doesn't detach itself, then join
std::unique_ptr<FullscreenUI::ProgressCallback> progress(std::move(iter->second));
std::thread thread(std::move(iter->first));
progress->SetCancelled();
s_async_ops.erase(iter);
lock.unlock();
if (thread.joinable())
thread.join();
lock.lock();
break;
}
}
void FullscreenUI::CancelAsyncOps()
{
std::unique_lock lock(s_async_op_mutex);
while (!s_async_ops.empty())
{
auto iter = s_async_ops.begin();
// move the thread out so it doesn't detach itself, then join
std::unique_ptr<FullscreenUI::ProgressCallback> progress(std::move(iter->second));
std::thread thread(std::move(iter->first));
progress->SetCancelled();
s_async_ops.erase(iter);
lock.unlock();
if (thread.joinable())
thread.join();
lock.lock();
}
}
void FullscreenUI::AsyncOpThreadEntryPoint(std::function<void(::ProgressCallback*)> callback,
FullscreenUI::ProgressCallback* progress)
{
Threading::SetNameOfCurrentThread(TinyString::from_format("{} Async Op", progress->GetName()).c_str());
callback(progress);
// if we were removed from the list, it means we got cancelled, and the main thread is blocking
std::unique_lock lock(s_async_op_mutex);
for (auto iter = s_async_ops.begin(); iter != s_async_ops.end(); ++iter)
{
if (iter->second.get() == progress)
{
iter->first.detach();
s_async_ops.erase(iter);
break;
}
}
}
//////////////////////////////////////////////////////////////////////////
// Main
//////////////////////////////////////////////////////////////////////////
@ -748,7 +661,6 @@ void FullscreenUI::OpenPauseSubMenu(PauseSubMenu submenu)
void FullscreenUI::Shutdown()
{
Achievements::ClearUIState();
CancelAsyncOps();
CloseSaveStateSelector();
s_cover_image_map.clear();
s_game_list_sorted_entries = {};
@ -1453,8 +1365,7 @@ void FullscreenUI::DrawInputBindingButton(SettingsInterface* bsi, InputBindingIn
{
BeginInputBinding(bsi, type, section, name, display_name);
}
else if (ImGui::IsItemClicked(ImGuiMouseButton_Right) ||
ImGui::IsKeyPressed(ImGuiKey_NavGamepadInput, false))
else if (ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::IsKeyPressed(ImGuiKey_NavGamepadInput, false))
{
bsi->DeleteValue(section, name);
SetSettingsChanged(bsi);
@ -3997,9 +3908,10 @@ void FullscreenUI::DrawDisplaySettingsPage()
FSUI_CSTR("Disables dithering and uses the full 8 bits per channel of color information."), "GPU",
"TrueColor", true, is_hardware);
DrawToggleSetting(bsi, FSUI_CSTR("True Color Debanding"),
FSUI_CSTR("Applies modern dithering techniques to further smooth out gradients when true color is enabled."), "GPU",
"Debanding", false, is_hardware && bsi->GetBoolValue("GPU", "TrueColor", false));
DrawToggleSetting(
bsi, FSUI_CSTR("True Color Debanding"),
FSUI_CSTR("Applies modern dithering techniques to further smooth out gradients when true color is enabled."), "GPU",
"Debanding", false, is_hardware && bsi->GetBoolValue("GPU", "TrueColor", false));
DrawToggleSetting(bsi, FSUI_CSTR("Widescreen Hack"),
FSUI_CSTR("Increases the field of view from 4:3 to the chosen display aspect ratio in 3D games."),
@ -5485,8 +5397,8 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
closed = true;
}
if (hovered && (ImGui::IsItemClicked(ImGuiMouseButton_Right) ||
ImGui::IsKeyPressed(ImGuiKey_NavGamepadInput, false)))
if (hovered &&
(ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::IsKeyPressed(ImGuiKey_NavGamepadInput, false)))
{
s_save_state_selector_submenu_index = static_cast<s32>(i);
}
@ -5888,8 +5800,8 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
if (hovered)
selected_entry = entry;
if (selected_entry && (ImGui::IsItemClicked(ImGuiMouseButton_Right) ||
ImGui::IsKeyPressed(ImGuiKey_NavGamepadInput, false)))
if (selected_entry &&
(ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::IsKeyPressed(ImGuiKey_NavGamepadInput, false)))
{
HandleGameListOptions(selected_entry);
}
@ -6106,8 +6018,8 @@ void FullscreenUI::DrawGameGrid(const ImVec2& heading_size)
if (pressed)
HandleGameListActivate(entry);
if (hovered && (ImGui::IsItemClicked(ImGuiMouseButton_Right) ||
ImGui::IsKeyPressed(ImGuiKey_NavGamepadInput, false)))
if (hovered &&
(ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::IsKeyPressed(ImGuiKey_NavGamepadInput, false)))
{
HandleGameListOptions(entry);
}
@ -6314,7 +6226,9 @@ void FullscreenUI::DrawGameListSettingsPage(const ImVec2& heading_size)
DrawFolderSetting(bsi, FSUI_ICONSTR(ICON_FA_FOLDER, "Covers Directory"), "Folders", "Covers", EmuFolders::Covers);
if (MenuButton(FSUI_ICONSTR(ICON_FA_DOWNLOAD, "Download Covers"),
FSUI_CSTR("Downloads covers from a user-specified URL template.")))
ImGui::OpenPopup("Download Covers");
{
Host::OnCoverDownloaderOpenRequested();
}
}
MenuHeading("Operations");
@ -6329,91 +6243,9 @@ void FullscreenUI::DrawGameListSettingsPage(const ImVec2& heading_size)
EndMenuButtons();
DrawCoverDownloaderWindow();
EndFullscreenWindow();
}
void FullscreenUI::DrawCoverDownloaderWindow()
{
ImGui::SetNextWindowSize(LayoutScale(1000.0f, 0.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
ImGui::PushFont(g_large_font);
bool is_open = true;
if (ImGui::BeginPopupModal("Download Covers", &is_open, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize))
{
ImGui::TextWrapped(
"%s",
FSUI_CSTR("DuckStation can automatically download covers for games which do not currently have a cover set. We "
"do not host any cover images, the user must provide their own source for images."));
ImGui::NewLine();
ImGui::TextWrapped("%s",
FSUI_CSTR("In the form below, specify the URLs to download covers from, with one template URL "
"per line. The following variables are available:"));
ImGui::NewLine();
ImGui::TextWrapped("%s", FSUI_CSTR("${title}: Title of the game.\n${filetitle}: Name component of the game's "
"filename.\n${serial}: Serial of the game."));
ImGui::NewLine();
ImGui::TextWrapped("%s", FSUI_CSTR("Example: https://www.example-not-a-real-domain.com/covers/${serial}.jpg"));
ImGui::NewLine();
BeginMenuButtons();
static char template_urls[512];
ImGui::InputTextMultiline("##templates", template_urls, sizeof(template_urls),
ImVec2(ImGui::GetCurrentWindow()->WorkRect.GetWidth(), LayoutScale(175.0f)));
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + LayoutScale(5.0f));
static bool use_serial_names;
ImGui::PushFont(g_medium_font);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, LayoutScale(2.0f, 2.0f));
ImGui::Checkbox(FSUI_CSTR("Use Serial File Names"), &use_serial_names);
ImGui::PopStyleVar(1);
ImGui::PopFont();
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + LayoutScale(10.0f));
const bool download_enabled = (std::strlen(template_urls) > 0);
if (ActiveButton(FSUI_ICONSTR(ICON_FA_DOWNLOAD, "Start Download"), false, download_enabled))
{
StartAsyncOp(
[urls = StringUtil::SplitNewString(template_urls, '\n'),
use_serial_names = use_serial_names](::ProgressCallback* progress) {
GameList::DownloadCovers(urls, use_serial_names, progress,
[](const GameList::Entry* entry, std::string save_path) {
// cache the cover path on our side once it's saved
Host::RunOnCPUThread([path = entry->path, save_path = std::move(save_path)]() {
s_cover_image_map[std::move(path)] = std::move(save_path);
});
});
},
"Download Covers");
std::memset(template_urls, 0, sizeof(template_urls));
use_serial_names = false;
ImGui::CloseCurrentPopup();
}
if (ActiveButton(FSUI_ICONSTR(ICON_FA_TIMES, "Cancel"), false))
{
std::memset(template_urls, 0, sizeof(template_urls));
use_serial_names = false;
ImGui::CloseCurrentPopup();
}
EndMenuButtons();
ImGui::EndPopup();
}
ImGui::PopFont();
ImGui::PopStyleVar(2);
}
void FullscreenUI::SwitchToGameList()
{
s_current_main_window = MainWindowType::GameList;
@ -6609,118 +6441,6 @@ bool FullscreenUI::IsLeaderboardsWindowOpen()
return (s_current_main_window == MainWindowType::Leaderboards);
}
FullscreenUI::ProgressCallback::ProgressCallback(std::string name) : BaseProgressCallback(), m_name(std::move(name))
{
ImGuiFullscreen::OpenBackgroundProgressDialog(m_name.c_str(), "", 0, 100, 0);
}
FullscreenUI::ProgressCallback::~ProgressCallback()
{
ImGuiFullscreen::CloseBackgroundProgressDialog(m_name.c_str());
}
void FullscreenUI::ProgressCallback::PushState()
{
BaseProgressCallback::PushState();
}
void FullscreenUI::ProgressCallback::PopState()
{
BaseProgressCallback::PopState();
Redraw(true);
}
void FullscreenUI::ProgressCallback::SetCancellable(bool cancellable)
{
BaseProgressCallback::SetCancellable(cancellable);
Redraw(true);
}
void FullscreenUI::ProgressCallback::SetTitle(const char* title)
{
// todo?
}
void FullscreenUI::ProgressCallback::SetStatusText(const char* text)
{
BaseProgressCallback::SetStatusText(text);
Redraw(true);
}
void FullscreenUI::ProgressCallback::SetProgressRange(u32 range)
{
u32 last_range = m_progress_range;
BaseProgressCallback::SetProgressRange(range);
if (m_progress_range != last_range)
Redraw(false);
}
void FullscreenUI::ProgressCallback::SetProgressValue(u32 value)
{
u32 lastValue = m_progress_value;
BaseProgressCallback::SetProgressValue(value);
if (m_progress_value != lastValue)
Redraw(false);
}
void FullscreenUI::ProgressCallback::Redraw(bool force)
{
const int percent =
static_cast<int>((static_cast<float>(m_progress_value) / static_cast<float>(m_progress_range)) * 100.0f);
if (percent == m_last_progress_percent && !force)
return;
m_last_progress_percent = percent;
ImGuiFullscreen::UpdateBackgroundProgressDialog(m_name.c_str(), m_status_text, 0, 100, percent);
}
void FullscreenUI::ProgressCallback::DisplayError(const char* message)
{
Log_ErrorPrint(message);
Host::ReportErrorAsync("Error", message);
}
void FullscreenUI::ProgressCallback::DisplayWarning(const char* message)
{
Log_WarningPrint(message);
}
void FullscreenUI::ProgressCallback::DisplayInformation(const char* message)
{
Log_InfoPrint(message);
}
void FullscreenUI::ProgressCallback::DisplayDebugMessage(const char* message)
{
Log_DebugPrint(message);
}
void FullscreenUI::ProgressCallback::ModalError(const char* message)
{
Log_ErrorPrint(message);
Host::ReportErrorAsync("Error", message);
}
bool FullscreenUI::ProgressCallback::ModalConfirmation(const char* message)
{
return false;
}
void FullscreenUI::ProgressCallback::ModalInformation(const char* message)
{
Log_InfoPrint(message);
}
void FullscreenUI::ProgressCallback::SetCancelled()
{
if (m_cancellable)
m_cancelled = true;
}
#endif // __ANDROID__
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
@ -6732,7 +6452,6 @@ void FullscreenUI::ProgressCallback::SetCancelled()
#if 0
// TRANSLATION-STRING-AREA-BEGIN
TRANSLATE_NOOP("FullscreenUI", "${title}: Title of the game.\n${filetitle}: Name component of the game's filename.\n${serial}: Serial of the game.");
TRANSLATE_NOOP("FullscreenUI", "-");
TRANSLATE_NOOP("FullscreenUI", "1 Frame");
TRANSLATE_NOOP("FullscreenUI", "10 Frames");
@ -6815,6 +6534,7 @@ TRANSLATE_NOOP("FullscreenUI", "Advanced Settings");
TRANSLATE_NOOP("FullscreenUI", "All Time: {}");
TRANSLATE_NOOP("FullscreenUI", "Allow Booting Without SBI File");
TRANSLATE_NOOP("FullscreenUI", "Allows loading protected games without subchannel information.");
TRANSLATE_NOOP("FullscreenUI", "Applies modern dithering techniques to further smooth out gradients when true color is enabled.");
TRANSLATE_NOOP("FullscreenUI", "Apply Image Patches");
TRANSLATE_NOOP("FullscreenUI", "Apply Per-Game Settings");
TRANSLATE_NOOP("FullscreenUI", "Are you sure you want to clear the current post-processing chain? All configuration will be lost.");
@ -6937,7 +6657,6 @@ TRANSLATE_NOOP("FullscreenUI", "Downsamples the rendered image prior to displayi
TRANSLATE_NOOP("FullscreenUI", "Downsampling");
TRANSLATE_NOOP("FullscreenUI", "Downsampling Display Scale");
TRANSLATE_NOOP("FullscreenUI", "Duck icon by icons8 (https://icons8.com/icon/74847/platforms.undefined.short-title)");
TRANSLATE_NOOP("FullscreenUI", "DuckStation can automatically download covers for games which do not currently have a cover set. We do not host any cover images, the user must provide their own source for images.");
TRANSLATE_NOOP("FullscreenUI", "DuckStation is a free and open-source simulator/emulator of the Sony PlayStation(TM) console, focusing on playability, speed, and long-term maintainability.");
TRANSLATE_NOOP("FullscreenUI", "Dump Replaceable VRAM Writes");
TRANSLATE_NOOP("FullscreenUI", "Emulation Settings");
@ -6972,7 +6691,6 @@ TRANSLATE_NOOP("FullscreenUI", "Enhancements");
TRANSLATE_NOOP("FullscreenUI", "Ensures every frame generated is displayed for optimal pacing. Disable if you are having speed or sound issues.");
TRANSLATE_NOOP("FullscreenUI", "Enter the name of the input profile you wish to create.");
TRANSLATE_NOOP("FullscreenUI", "Enter the name of the memory card you wish to create.");
TRANSLATE_NOOP("FullscreenUI", "Example: https://www.example-not-a-real-domain.com/covers/${serial}.jpg");
TRANSLATE_NOOP("FullscreenUI", "Execution Mode");
TRANSLATE_NOOP("FullscreenUI", "Exit");
TRANSLATE_NOOP("FullscreenUI", "Exit And Save State");
@ -7030,7 +6748,6 @@ TRANSLATE_NOOP("FullscreenUI", "How many saves will be kept for rewinding. Highe
TRANSLATE_NOOP("FullscreenUI", "How often a rewind state will be created. Higher frequencies have greater system requirements.");
TRANSLATE_NOOP("FullscreenUI", "Identifies any new files added to the game directories.");
TRANSLATE_NOOP("FullscreenUI", "If not enabled, the current post processing chain will be ignored.");
TRANSLATE_NOOP("FullscreenUI", "In the form below, specify the URLs to download covers from, with one template URL per line. The following variables are available:");
TRANSLATE_NOOP("FullscreenUI", "Increase Timer Resolution");
TRANSLATE_NOOP("FullscreenUI", "Increases the field of view from 4:3 to the chosen display aspect ratio in 3D games.");
TRANSLATE_NOOP("FullscreenUI", "Increases the precision of polygon culling, reducing the number of holes in geometry.");
@ -7264,7 +6981,6 @@ TRANSLATE_NOOP("FullscreenUI", "Speeds up CD-ROM reads by the specified factor.
TRANSLATE_NOOP("FullscreenUI", "Speeds up CD-ROM seeks by the specified factor. May improve loading speeds in some games, and break others.");
TRANSLATE_NOOP("FullscreenUI", "Stage {}: {}");
TRANSLATE_NOOP("FullscreenUI", "Start BIOS");
TRANSLATE_NOOP("FullscreenUI", "Start Download");
TRANSLATE_NOOP("FullscreenUI", "Start File");
TRANSLATE_NOOP("FullscreenUI", "Start Fullscreen");
TRANSLATE_NOOP("FullscreenUI", "Start the console without any disc inserted.");
@ -7298,6 +7014,7 @@ TRANSLATE_NOOP("FullscreenUI", "Title");
TRANSLATE_NOOP("FullscreenUI", "Toggle Analog");
TRANSLATE_NOOP("FullscreenUI", "Toggle Fast Forward");
TRANSLATE_NOOP("FullscreenUI", "Toggle every %d frames");
TRANSLATE_NOOP("FullscreenUI", "True Color Debanding");
TRANSLATE_NOOP("FullscreenUI", "True Color Rendering");
TRANSLATE_NOOP("FullscreenUI", "Turbo Speed");
TRANSLATE_NOOP("FullscreenUI", "Type");
@ -7312,7 +7029,6 @@ TRANSLATE_NOOP("FullscreenUI", "Use Blit Swap Chain");
TRANSLATE_NOOP("FullscreenUI", "Use Debug GPU Device");
TRANSLATE_NOOP("FullscreenUI", "Use Global Setting");
TRANSLATE_NOOP("FullscreenUI", "Use Light Theme");
TRANSLATE_NOOP("FullscreenUI", "Use Serial File Names");
TRANSLATE_NOOP("FullscreenUI", "Use Single Card For Multi-Disc Games");
TRANSLATE_NOOP("FullscreenUI", "Use Software Renderer For Readbacks");
TRANSLATE_NOOP("FullscreenUI", "Username: {}");

View file

@ -41,38 +41,9 @@ void Render();
void InvalidateCoverCache();
void TimeToPrintableString(SmallStringBase* str, time_t t);
class ProgressCallback final : public BaseProgressCallback
{
public:
ProgressCallback(std::string name);
~ProgressCallback() override;
ALWAYS_INLINE const std::string& GetName() const { return m_name; }
void PushState() override;
void PopState() override;
void SetCancellable(bool cancellable) override;
void SetTitle(const char* title) override;
void SetStatusText(const char* text) override;
void SetProgressRange(u32 range) override;
void SetProgressValue(u32 value) override;
void DisplayError(const char* message) override;
void DisplayWarning(const char* message) override;
void DisplayInformation(const char* message) override;
void DisplayDebugMessage(const char* message) override;
void ModalError(const char* message) override;
bool ModalConfirmation(const char* message) override;
void ModalInformation(const char* message) override;
void SetCancelled();
private:
void Redraw(bool force);
std::string m_name;
int m_last_progress_percent = -1;
};
} // namespace FullscreenUI
// Host UI triggers from Big Picture mode.
namespace Host {
void OnCoverDownloaderOpenRequested();
} // namespace Host

View file

@ -17,6 +17,7 @@
#include "core/system.h"
#include "util/gpu_device.h"
#include "util/imgui_fullscreen.h"
#include "util/imgui_manager.h"
#include "util/ini_settings_interface.h"
#include "util/input_manager.h"
@ -59,6 +60,44 @@ std::unique_ptr<NoGUIPlatform> g_nogui_window;
// Local function declarations
//////////////////////////////////////////////////////////////////////////
namespace NoGUIHost {
namespace {
class AsyncOpProgressCallback final : public BaseProgressCallback
{
public:
AsyncOpProgressCallback(std::string name);
~AsyncOpProgressCallback() override;
ALWAYS_INLINE const std::string& GetName() const { return m_name; }
void PushState() override;
void PopState() override;
void SetCancellable(bool cancellable) override;
void SetTitle(const char* title) override;
void SetStatusText(const char* text) override;
void SetProgressRange(u32 range) override;
void SetProgressValue(u32 value) override;
void DisplayError(const char* message) override;
void DisplayWarning(const char* message) override;
void DisplayInformation(const char* message) override;
void DisplayDebugMessage(const char* message) override;
void ModalError(const char* message) override;
bool ModalConfirmation(const char* message) override;
void ModalInformation(const char* message) override;
void SetCancelled();
private:
void Redraw(bool force);
std::string m_name;
int m_last_progress_percent = -1;
};
} // namespace
/// Starts the virtual machine.
static void StartSystem(SystemBootParameters params);
@ -88,7 +127,6 @@ static void UpdateWindowTitle(const std::string& game_title);
static void CancelAsyncOp();
static void StartAsyncOp(std::function<void(ProgressCallback*)> callback);
static void AsyncOpThreadEntryPoint(std::function<void(ProgressCallback*)> callback);
} // namespace NoGUIHost
//////////////////////////////////////////////////////////////////////////
// Local variable declarations
@ -109,7 +147,8 @@ static u32 s_blocking_cpu_events_pending = 0; // TODO: Token system would work b
static std::mutex s_async_op_mutex;
static std::thread s_async_op_thread;
static FullscreenUI::ProgressCallback* s_async_op_progress = nullptr;
static AsyncOpProgressCallback* s_async_op_progress = nullptr;
} // namespace NoGUIHost
//////////////////////////////////////////////////////////////////////////
// Initialization/Shutdown
@ -694,10 +733,10 @@ std::optional<WindowInfo> Host::AcquireRenderWindow(bool recreate_window)
}
if (res)
wi = g_nogui_window->GetPlatformWindowInfo();
s_platform_window_updated.Post();
NoGUIHost::s_platform_window_updated.Post();
});
s_platform_window_updated.Wait();
NoGUIHost::s_platform_window_updated.Wait();
if (!wi.has_value())
{
@ -719,14 +758,14 @@ void Host::ReleaseRenderWindow()
// Need to block here, otherwise the recreation message associates with the old window.
g_nogui_window->ExecuteInMessageLoop([]() {
g_nogui_window->DestroyPlatformWindow();
s_platform_window_updated.Post();
NoGUIHost::s_platform_window_updated.Post();
});
s_platform_window_updated.Wait();
NoGUIHost::s_platform_window_updated.Wait();
}
void Host::OnSystemStarting()
{
s_was_paused_by_focus_loss = false;
NoGUIHost::s_was_paused_by_focus_loss = false;
}
void Host::OnSystemStarted()
@ -800,6 +839,11 @@ void Host::OnAchievementsHardcoreModeChanged(bool enabled)
// noop
}
void Host::OnCoverDownloaderOpenRequested()
{
// noop
}
void Host::SetMouseMode(bool relative, bool hide_cursor)
{
// noop
@ -854,11 +898,11 @@ void NoGUIHost::UpdateWindowTitle(const std::string& game_title)
void Host::RunOnCPUThread(std::function<void()> function, bool block /* = false */)
{
std::unique_lock lock(s_cpu_thread_events_mutex);
s_cpu_thread_events.emplace_back(std::move(function), block);
s_cpu_thread_event_posted.notify_one();
std::unique_lock lock(NoGUIHost::s_cpu_thread_events_mutex);
NoGUIHost::s_cpu_thread_events.emplace_back(std::move(function), block);
NoGUIHost::s_cpu_thread_event_posted.notify_one();
if (block)
s_cpu_thread_event_done.wait(lock, []() { return s_blocking_cpu_events_pending == 0; });
NoGUIHost::s_cpu_thread_event_done.wait(lock, []() { return NoGUIHost::s_blocking_cpu_events_pending == 0; });
}
void NoGUIHost::StartAsyncOp(std::function<void(ProgressCallback*)> callback)
@ -884,7 +928,7 @@ void NoGUIHost::AsyncOpThreadEntryPoint(std::function<void(ProgressCallback*)> c
{
Threading::SetNameOfCurrentThread("Async Op");
FullscreenUI::ProgressCallback fs_callback("async_op");
AsyncOpProgressCallback fs_callback("async_op");
std::unique_lock lock(s_async_op_mutex);
s_async_op_progress = &fs_callback;
@ -908,15 +952,15 @@ void Host::CancelGameListRefresh()
bool Host::IsFullscreen()
{
return s_is_fullscreen;
return NoGUIHost::s_is_fullscreen;
}
void Host::SetFullscreen(bool enabled)
{
if (s_is_fullscreen == enabled)
if (NoGUIHost::s_is_fullscreen == enabled)
return;
s_is_fullscreen = enabled;
NoGUIHost::s_is_fullscreen = enabled;
g_nogui_window->SetFullscreen(enabled);
}
@ -933,7 +977,7 @@ void Host::RequestExit(bool allow_confirm)
}
// clear the running flag, this'll break out of the main CPU loop once the VM is shutdown.
s_running.store(false, std::memory_order_release);
NoGUIHost::s_running.store(false, std::memory_order_release);
}
void Host::RequestSystemShutdown(bool allow_confirm, bool save_state)
@ -1230,6 +1274,119 @@ bool NoGUIHost::ParseCommandLineParametersAndInitializeConfig(int argc, char* ar
return true;
}
NoGUIHost::AsyncOpProgressCallback::AsyncOpProgressCallback(std::string name)
: BaseProgressCallback(), m_name(std::move(name))
{
ImGuiFullscreen::OpenBackgroundProgressDialog(m_name.c_str(), "", 0, 100, 0);
}
NoGUIHost::AsyncOpProgressCallback::~AsyncOpProgressCallback()
{
ImGuiFullscreen::CloseBackgroundProgressDialog(m_name.c_str());
}
void NoGUIHost::AsyncOpProgressCallback::PushState()
{
BaseProgressCallback::PushState();
}
void NoGUIHost::AsyncOpProgressCallback::PopState()
{
BaseProgressCallback::PopState();
Redraw(true);
}
void NoGUIHost::AsyncOpProgressCallback::SetCancellable(bool cancellable)
{
BaseProgressCallback::SetCancellable(cancellable);
Redraw(true);
}
void NoGUIHost::AsyncOpProgressCallback::SetTitle(const char* title)
{
// todo?
}
void NoGUIHost::AsyncOpProgressCallback::SetStatusText(const char* text)
{
BaseProgressCallback::SetStatusText(text);
Redraw(true);
}
void NoGUIHost::AsyncOpProgressCallback::SetProgressRange(u32 range)
{
u32 last_range = m_progress_range;
BaseProgressCallback::SetProgressRange(range);
if (m_progress_range != last_range)
Redraw(false);
}
void NoGUIHost::AsyncOpProgressCallback::SetProgressValue(u32 value)
{
u32 lastValue = m_progress_value;
BaseProgressCallback::SetProgressValue(value);
if (m_progress_value != lastValue)
Redraw(false);
}
void NoGUIHost::AsyncOpProgressCallback::Redraw(bool force)
{
const int percent =
static_cast<int>((static_cast<float>(m_progress_value) / static_cast<float>(m_progress_range)) * 100.0f);
if (percent == m_last_progress_percent && !force)
return;
m_last_progress_percent = percent;
ImGuiFullscreen::UpdateBackgroundProgressDialog(m_name.c_str(), m_status_text, 0, 100, percent);
}
void NoGUIHost::AsyncOpProgressCallback::DisplayError(const char* message)
{
Log_ErrorPrint(message);
Host::ReportErrorAsync("Error", message);
}
void NoGUIHost::AsyncOpProgressCallback::DisplayWarning(const char* message)
{
Log_WarningPrint(message);
}
void NoGUIHost::AsyncOpProgressCallback::DisplayInformation(const char* message)
{
Log_InfoPrint(message);
}
void NoGUIHost::AsyncOpProgressCallback::DisplayDebugMessage(const char* message)
{
Log_DebugPrint(message);
}
void NoGUIHost::AsyncOpProgressCallback::ModalError(const char* message)
{
Log_ErrorPrint(message);
Host::ReportErrorAsync("Error", message);
}
bool NoGUIHost::AsyncOpProgressCallback::ModalConfirmation(const char* message)
{
return false;
}
void NoGUIHost::AsyncOpProgressCallback::ModalInformation(const char* message)
{
Log_InfoPrint(message);
}
void NoGUIHost::AsyncOpProgressCallback::SetCancelled()
{
if (m_cancellable)
m_cancelled = true;
}
int main(int argc, char* argv[])
{
CrashHandler::Install();
@ -1257,7 +1414,7 @@ int main(int argc, char* argv[])
// Ensure log is flushed.
Log::SetFileOutputParams(false, nullptr);
s_base_settings_interface.reset();
NoGUIHost::s_base_settings_interface.reset();
g_nogui_window.reset();
return EXIT_SUCCESS;
}

View file

@ -2063,6 +2063,7 @@ void MainWindow::connectSignals()
connect(g_emu_thread, &EmuThread::achievementsLoginSucceeded, this, &MainWindow::onAchievementsLoginSucceeded);
connect(g_emu_thread, &EmuThread::achievementsChallengeModeChanged, this,
&MainWindow::onAchievementsChallengeModeChanged);
connect(g_emu_thread, &EmuThread::onCoverDownloaderOpenRequested, this, &MainWindow::onToolsCoverDownloaderTriggered);
// These need to be queued connections to stop crashing due to menus opening/closing and switching focus.
connect(m_game_list_widget, &GameListWidget::refreshProgress, this, &MainWindow::onGameListRefreshProgress);
@ -2790,7 +2791,9 @@ void MainWindow::onToolsMemoryCardEditorTriggered()
void MainWindow::onToolsCoverDownloaderTriggered()
{
CoverDownloadDialog dlg(this);
// This can be invoked via big picture, so exit fullscreen.
SystemLock lock(pauseAndLockSystem());
CoverDownloadDialog dlg(lock.getDialogParent());
connect(&dlg, &CoverDownloadDialog::coverRefreshRequested, m_game_list_widget, &GameListWidget::refreshGridCovers);
dlg.exec();
}

View file

@ -1418,6 +1418,11 @@ void Host::OnAchievementsHardcoreModeChanged(bool enabled)
emit g_emu_thread->achievementsChallengeModeChanged(enabled);
}
void Host::OnCoverDownloaderOpenRequested()
{
emit g_emu_thread->onCoverDownloaderOpenRequested();
}
void EmuThread::doBackgroundControllerPoll()
{
System::Internal::IdlePollUpdate();

View file

@ -150,6 +150,9 @@ Q_SIGNALS:
void achievementsChallengeModeChanged(bool enabled);
void cheatEnabled(quint32 index, bool enabled);
/// Big Picture UI requests.
void onCoverDownloaderOpenRequested();
public Q_SLOTS:
void setDefaultSettings(bool system = true, bool controller = true);
void applySettings(bool display_osd_messages = false);

View file

@ -1,7 +1,8 @@
// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#include "core/achievements.h"
#include "core/fullscreen_ui.h"
#include "core/game_list.h"
#include "core/gpu.h"
#include "core/host.h"
@ -368,6 +369,11 @@ void Host::OnAchievementsHardcoreModeChanged(bool enabled)
// noop
}
void Host::OnCoverDownloaderOpenRequested()
{
// noop
}
std::optional<u32> InputManager::ConvertHostKeyboardStringToCode(const std::string_view& str)
{
return std::nullopt;