Duckstation/src/duckstation/sdl_host_interface.h

149 lines
3.8 KiB
C++

#pragma once
#include "YBaseLib/String.h"
#include "YBaseLib/Timer.h"
#include "common/gl/program.h"
#include "common/gl/texture.h"
#include "core/host_display.h"
#include "core/host_interface.h"
#include <SDL.h>
#include <array>
#include <deque>
#include <map>
#include <memory>
#include <mutex>
class System;
class AudioStream;
class Controller;
class SDLHostInterface final : public HostInterface
{
public:
SDLHostInterface();
~SDLHostInterface();
static std::unique_ptr<SDLHostInterface> Create(const char* filename = nullptr, const char* exp1_filename = nullptr,
const char* save_state_filename = nullptr);
static TinyString GetSaveStateFilename(u32 index);
void ReportError(const char* message) override;
void ReportMessage(const char* message) override;
void Run();
private:
enum class KeyboardControllerAction
{
Up,
Down,
Left,
Right,
Triangle,
Cross,
Square,
Circle,
L1,
R1,
L2,
R2,
Start,
Select,
Count
};
using KeyboardControllerActionMap = std::array<s32, static_cast<int>(KeyboardControllerAction::Count)>;
struct ControllerData
{
SDL_GameController* controller;
SDL_Haptic* haptic;
u32 controller_index;
float last_rumble_strength;
};
static constexpr u32 NUM_QUICK_SAVE_STATES = 10;
static constexpr char RESUME_SAVESTATE_FILENAME[] = "savestate_resume.bin";
bool HasSystem() const { return static_cast<bool>(m_system); }
#ifdef WIN32
bool UseOpenGLRenderer() const { return m_settings.gpu_renderer == GPURenderer::HardwareOpenGL; }
#else
bool UseOpenGLRenderer() const { return true; }
#endif
bool CreateSDLWindow();
void DestroySDLWindow();
bool CreateDisplay();
void DestroyDisplay();
void CreateImGuiContext();
void CreateAudioStream();
void SaveSettings();
void QueueSwitchGPURenderer();
void SwitchGPURenderer();
void SwitchAudioRenderer();
void UpdateFullscreen();
void UpdateControllerMapping();
// We only pass mouse input through if it's grabbed
void DrawImGui();
void DoPowerOff();
void DoResume();
void DoStartDisc();
void DoStartBIOS();
void DoChangeDisc();
void DoLoadState(u32 index);
void DoSaveState(u32 index);
void DoTogglePause();
void DoFrameStep();
void DoToggleSoftwareRendering();
void DoToggleFullscreen();
void DoModifyInternalResolution(s32 increment);
void HandleSDLEvent(const SDL_Event* event);
void HandleSDLKeyEvent(const SDL_Event* event);
void UpdateKeyboardControllerMapping();
bool HandleSDLKeyEventForController(const SDL_Event* event);
bool OpenGameController(int index);
bool CloseGameController(int index);
void CloseGameControllers();
void UpdateControllerControllerMapping();
void HandleSDLControllerAxisEventForController(const SDL_Event* event);
void HandleSDLControllerButtonEventForController(const SDL_Event* event);
void UpdateControllerRumble();
void DrawMainMenuBar();
void DrawQuickSettingsMenu();
void DrawDebugMenu();
void DrawPoweredOffWindow();
void DrawSettingsWindow();
void DrawAboutWindow();
void DrawDebugWindows();
bool DrawFileChooser(const char* label, std::string* path, const char* filter = nullptr);
SDL_Window* m_window = nullptr;
std::unique_ptr<HostDisplayTexture> m_app_icon_texture;
std::string m_settings_filename;
KeyboardControllerActionMap m_keyboard_button_mapping;
std::map<int, ControllerData> m_sdl_controllers;
std::array<s32, SDL_CONTROLLER_AXIS_MAX> m_controller_axis_mapping;
std::array<s32, SDL_CONTROLLER_BUTTON_MAX> m_controller_button_mapping;
u32 m_switch_gpu_renderer_event_id = 0;
bool m_quit_request = false;
bool m_frame_step_request = false;
bool m_focus_main_menu_bar = false;
bool m_settings_window_open = false;
bool m_about_window_open = false;
};