#pragma once #include "common/gl/program.h" #include "common/gl/texture.h" #include "core/host_display.h" #include "core/host_interface.h" #include "frontend-common/common_host_interface.h" #include #include #include #include #include #include #include class System; class AudioStream; class INISettingsInterface; class SDLHostInterface final : public CommonHostInterface { public: SDLHostInterface(); ~SDLHostInterface(); static std::unique_ptr Create(); void ReportError(const char* message) override; void ReportMessage(const char* message) override; bool ConfirmMessage(const char* message) override; bool Initialize() override; void Shutdown() override; void Run(); protected: void LoadSettings() override; bool AcquireHostDisplay() override; void ReleaseHostDisplay() override; std::unique_ptr CreateAudioStream(AudioBackend backend) override; std::unique_ptr CreateControllerInterface() override; void OnSystemCreated() override; void OnSystemPaused(bool paused) override; void OnSystemDestroyed() override; void OnRunningGameChanged() override; std::optional GetHostKeyCode(const std::string_view key_code) const override; void UpdateInputMap() override; private: bool HasSystem() const { return static_cast(m_system); } #ifdef WIN32 bool UseOpenGLRenderer() const { return m_settings.gpu_renderer == GPURenderer::HardwareOpenGL; } #else bool UseOpenGLRenderer() const { return true; } #endif static float GetDPIScaleFactor(SDL_Window* window); bool CreateSDLWindow(); void DestroySDLWindow(); bool CreateDisplay(); void DestroyDisplay(); void CreateImGuiContext(); void UpdateFramebufferScale(); /// Executes a callback later, after the UI has finished rendering. Needed to boot while rendering ImGui. void RunLater(std::function callback); void SaveSettings(); void UpdateSettings(); bool IsFullscreen() const override; bool SetFullscreen(bool enabled) override; // We only pass mouse input through if it's grabbed void DrawImGuiWindows() override; void DoStartDisc(); void DoChangeDisc(); void DoFrameStep(); void HandleSDLEvent(const SDL_Event* event); void ProcessEvents(); void DrawMainMenuBar(); void DrawQuickSettingsMenu(); void DrawDebugMenu(); void DrawPoweredOffWindow(); void DrawSettingsWindow(); void DrawAboutWindow(); bool DrawFileChooser(const char* label, std::string* path, const char* filter = nullptr); void ClearImGuiFocus(); SDL_Window* m_window = nullptr; std::unique_ptr m_app_icon_texture; std::unique_ptr m_settings_interface; u32 m_run_later_event_id = 0; bool m_fullscreen = false; bool m_quit_request = false; bool m_frame_step_request = false; bool m_settings_window_open = false; bool m_about_window_open = false; // this copy of the settings is modified by imgui Settings m_settings_copy; };