Duckstation/src/duckstation-qt/qthostinterface.h
2020-04-15 01:44:16 +10:00

214 lines
6.8 KiB
C++

#pragma once
#include "common/event.h"
#include "core/host_interface.h"
#include "core/system.h"
#include "frontend-common/common_host_interface.h"
#include <QtCore/QByteArray>
#include <QtCore/QObject>
#include <QtCore/QSettings>
#include <QtCore/QThread>
#include <atomic>
#include <functional>
#include <map>
#include <memory>
#include <mutex>
#include <utility>
#include <vector>
class ByteStream;
class QEventLoop;
class QMenu;
class QWidget;
class QTimer;
class GameList;
class MainWindow;
class QtDisplayWidget;
Q_DECLARE_METATYPE(SystemBootParameters);
class QtHostInterface final : public QObject, private CommonHostInterface
{
Q_OBJECT
public:
explicit QtHostInterface(QObject* parent = nullptr);
~QtHostInterface();
const char* GetFrontendName() const override;
bool Initialize() override;
void Shutdown() override;
void ReportError(const char* message) override;
void ReportMessage(const char* message) override;
bool ConfirmMessage(const char* message) override;
bool parseCommandLineParameters(int argc, char* argv[], std::unique_ptr<SystemBootParameters>* out_boot_params);
/// Thread-safe QSettings access.
QVariant getSettingValue(const QString& name, const QVariant& default_value = QVariant());
void putSettingValue(const QString& name, const QVariant& value);
void removeSettingValue(const QString& name);
ALWAYS_INLINE const GameList* getGameList() const { return m_game_list.get(); }
ALWAYS_INLINE GameList* getGameList() { return m_game_list.get(); }
void refreshGameList(bool invalidate_cache = false, bool invalidate_database = false);
ALWAYS_INLINE const HotkeyInfoList& getHotkeyInfoList() const { return GetHotkeyInfoList(); }
ALWAYS_INLINE ControllerInterface* getControllerInterface() const { return GetControllerInterface(); }
ALWAYS_INLINE bool inBatchMode() const { return InBatchMode(); }
ALWAYS_INLINE bool isOnWorkerThread() const { return QThread::currentThread() == m_worker_thread; }
ALWAYS_INLINE MainWindow* getMainWindow() const { return m_main_window; }
void setMainWindow(MainWindow* window);
QtDisplayWidget* createDisplayWidget();
void populateSaveStateMenus(const char* game_code, QMenu* load_menu, QMenu* save_menu);
/// Fills menu with save state info and handlers.
void populateGameListContextMenu(const char* game_code, QWidget* parent_window, QMenu* menu);
ALWAYS_INLINE std::vector<std::pair<std::string, std::string>> getInputProfileList() const
{
return GetInputProfileList();
}
void saveInputProfile(const QString& profile_path);
Q_SIGNALS:
void errorReported(const QString& message);
void messageReported(const QString& message);
bool messageConfirmed(const QString& message);
void emulationStarted();
void emulationStopped();
void emulationPaused(bool paused);
void stateSaved(const QString& game_code, bool global, qint32 slot);
void gameListRefreshed();
void createDisplayWindowRequested(QThread* worker_thread, bool use_debug_device, bool fullscreen,
bool render_to_main);
void destroyDisplayWindowRequested();
void updateDisplayWindowRequested(bool fullscreen, bool render_to_main);
void focusDisplayWidgetRequested();
void systemPerformanceCountersUpdated(float speed, float fps, float vps, float avg_frame_time,
float worst_frame_time);
void runningGameChanged(const QString& filename, const QString& game_code, const QString& game_title);
void exitRequested();
void inputProfileLoaded();
public Q_SLOTS:
void setDefaultSettings();
void applySettings();
void updateInputMap();
void applyInputProfile(const QString& profile_path);
void handleKeyEvent(int key, bool pressed);
void bootSystem(const SystemBootParameters& params);
void resumeSystemFromState(const QString& filename, bool boot_on_failure);
void powerOffSystem();
void synchronousPowerOffSystem();
void resetSystem();
void pauseSystem(bool paused);
void changeDisc(const QString& new_disc_filename);
void loadState(const QString& filename);
void loadState(bool global, qint32 slot);
void saveState(bool global, qint32 slot, bool block_until_done = false);
void startDumpingAudio();
void stopDumpingAudio();
void saveScreenshot();
void redrawDisplayWindow();
void toggleFullscreen();
/// Enables controller polling even without a system active. Must be matched by a call to
/// disableBackgroundControllerPolling.
void enableBackgroundControllerPolling();
/// Disables background controller polling.
void disableBackgroundControllerPolling();
private Q_SLOTS:
void doStopThread();
void onDisplayWidgetResized(int width, int height);
void doBackgroundControllerPoll();
protected:
bool AcquireHostDisplay() override;
void ReleaseHostDisplay() override;
bool IsFullscreen() const override;
bool SetFullscreen(bool enabled) override;
void RequestExit() override;
std::optional<HostKeyCode> GetHostKeyCode(const std::string_view key_code) const override;
void OnSystemCreated() override;
void OnSystemPaused(bool paused) override;
void OnSystemDestroyed() override;
void OnSystemPerformanceCountersUpdated() override;
void OnRunningGameChanged() override;
void OnSystemStateSaved(bool global, s32 slot) override;
void LoadSettings() override;
void SetDefaultSettings(SettingsInterface& si) override;
void UpdateInputMap() override;
private:
enum : u32
{
BACKGROUND_CONTROLLER_POLLING_INTERVAL =
100 /// Interval at which the controllers are polled when the system is not active.
};
using InputButtonHandler = std::function<void(bool)>;
using InputAxisHandler = std::function<void(float)>;
class Thread : public QThread
{
public:
Thread(QtHostInterface* parent);
~Thread();
void setInitResult(bool result);
bool waitForInit();
protected:
void run() override;
private:
QtHostInterface* m_parent;
std::atomic_bool m_init_result{false};
Common::Event m_init_event;
};
void createBackgroundControllerPollTimer();
void destroyBackgroundControllerPollTimer();
void createThread();
void stopThread();
void threadEntryPoint();
bool initializeOnThread();
void shutdownOnThread();
void renderDisplay();
void wakeThread();
std::unique_ptr<QSettings> m_qsettings;
std::recursive_mutex m_qsettings_mutex;
MainWindow* m_main_window = nullptr;
QtDisplayWidget* m_display_widget = nullptr;
QThread* m_original_thread = nullptr;
Thread* m_worker_thread = nullptr;
QEventLoop* m_worker_thread_event_loop = nullptr;
std::atomic_bool m_shutdown_flag{false};
// input key maps, todo hotkeys
std::map<int, InputButtonHandler> m_keyboard_input_handlers;
QTimer* m_background_controller_polling_timer = nullptr;
u32 m_background_controller_polling_enable_count = 0;
bool m_is_rendering_to_main = false;
bool m_is_fullscreen = false;
};