Duckstation/src/duckstation/sdl_interface.h
2019-10-27 21:35:13 +10:00

133 lines
3.4 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_interface.h"
#include <SDL.h>
#include <array>
#include <deque>
#include <map>
#include <memory>
#include <mutex>
class System;
class DigitalController;
class MemoryCard;
class AudioStream;
class SDLInterface : public HostInterface
{
public:
SDLInterface();
~SDLInterface();
static std::unique_ptr<SDLInterface> Create(const char* filename = nullptr, const char* exp1_filename = nullptr,
const char* save_state_filename = nullptr);
static TinyString GetSaveStateFilename(u32 index);
void SetDisplayTexture(GL::Texture* texture, u32 offset_x, u32 offset_y, u32 width, u32 height,
float aspect_ratio) override;
void ReportMessage(const char* message) override;
// Adds OSD messages, duration is in seconds.
void AddOSDMessage(const char* message, float duration = 2.0f) override;
void Run();
private:
static constexpr u32 NUM_QUICK_SAVE_STATES = 10;
struct OSDMessage
{
String text;
Timer time;
float duration;
};
bool HasSystem() const { return static_cast<bool>(m_system); }
bool CreateSDLWindow();
bool CreateGLContext();
bool CreateImGuiContext();
bool CreateGLResources();
bool CreateAudioStream();
void UpdateAudioVisualSync();
void OpenGameControllers();
void CloseGameControllers();
bool InitializeSystem(const char* filename = nullptr, const char* exp1_filename = nullptr);
void ConnectDevices();
// We only pass mouse input through if it's grabbed
bool IsWindowFullscreen() const;
void DrawImGui();
void DoReset();
void DoPowerOff();
void DoResume();
void DoStartDisc();
void DoStartBIOS();
void DoLoadState(u32 index);
void DoSaveState(u32 index);
void DoTogglePause();
void DoFrameStep();
void HandleSDLEvent(const SDL_Event* event);
void HandleSDLKeyEvent(const SDL_Event* event);
void ClearImGuiFocus();
void Render();
void RenderDisplay();
void DrawMainMenuBar();
void DrawPoweredOffWindow();
void DrawAboutWindow();
void DrawOSDMessages();
void DrawDebugMenu();
void DrawDebugWindows();
SDL_Window* m_window = nullptr;
SDL_GLContext m_gl_context = nullptr;
int m_window_width = 0;
int m_window_height = 0;
std::unique_ptr<GL::Texture> m_app_icon_texture = nullptr;
GL::Program m_display_program;
GLuint m_display_vao = 0;
GL::Texture* m_display_texture = nullptr;
u32 m_display_texture_offset_x = 0;
u32 m_display_texture_offset_y = 0;
u32 m_display_texture_width = 0;
u32 m_display_texture_height = 0;
float m_display_aspect_ratio = 1.0f;
bool m_display_texture_changed = false;
GLuint m_display_nearest_sampler = false;
GLuint m_display_linear_sampler = false;
std::deque<OSDMessage> m_osd_messages;
std::mutex m_osd_messages_lock;
std::map<int, SDL_GameController*> m_sdl_controllers;
std::shared_ptr<DigitalController> m_controller;
float m_vps = 0.0f;
float m_fps = 0.0f;
float m_speed = 0.0f;
u32 m_last_frame_number = 0;
u32 m_last_internal_frame_number = 0;
u32 m_last_global_tick_counter = 0;
Timer m_fps_timer;
bool m_paused = false;
bool m_quit_request = false;
bool m_frame_step_request = false;
bool m_focus_main_menu_bar = false;
bool m_about_window_open = false;
bool m_speed_limiter_enabled = true;
bool m_speed_limiter_temp_disabled = false;
};