added apple to frontend
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@@ -12,20 +12,50 @@
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namespace Core::Frontend {
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/// Information for the Graphics Backends signifying what type of screen pointer is in
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/// WindowInformation
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enum class WindowSystemType {
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Headless,
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Windows,
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X11,
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Wayland,
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MacOS,
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};
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/**
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* Represents a graphics context that can be used for background computation or drawing. If the
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* graphics backend doesn't require the context, then the implementation of these methods can be
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* stubs
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* Represents a drawing context that supports graphics operations.
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*/
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class GraphicsContext {
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public:
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virtual ~GraphicsContext();
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/// Inform the driver to swap the front/back buffers and present the current image
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virtual void SwapBuffers() {}
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/// Makes the graphics context current for the caller thread
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virtual void MakeCurrent() = 0;
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virtual void MakeCurrent() {}
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/// Releases (dunno if this is the "right" word) the context from the caller thread
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virtual void DoneCurrent() = 0;
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virtual void DoneCurrent() {}
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class Scoped {
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public:
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explicit Scoped(GraphicsContext& context_) : context(context_) {
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context.MakeCurrent();
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}
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~Scoped() {
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context.DoneCurrent();
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}
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private:
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GraphicsContext& context;
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};
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/// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value
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/// ends
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Scoped Acquire() {
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return Scoped{*this};
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}
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};
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/**
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@@ -46,39 +76,35 @@ public:
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* - DO NOT TREAT THIS CLASS AS A GUI TOOLKIT ABSTRACTION LAYER. That's not what it is. Please
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* re-read the upper points again and think about it if you don't see this.
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*/
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class EmuWindow : public GraphicsContext {
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class EmuWindow {
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public:
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/// Data structure to store emuwindow configuration
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struct WindowConfig {
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bool fullscreen = false;
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int res_width = 0;
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int res_height = 0;
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std::pair<unsigned, unsigned> min_client_area_size;
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};
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struct WindowSystemInfo {
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// Window system type. Determines which GL context or Vulkan WSI is used.
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WindowSystemType type = WindowSystemType::Headless;
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// Connection to a display server. This is used on X11 and Wayland platforms.
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void* display_connection = nullptr;
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// Render surface. This is a pointer to the native window handle, which depends
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// on the platform. e.g. HWND for Windows, Window for X11. If the surface is
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// set to nullptr, the video backend will run in headless mode.
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void* render_surface = nullptr;
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// Scale of the render surface. For hidpi systems, this will be >1.
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float render_surface_scale = 1.0f;
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};
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/// Polls window events
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virtual void PollEvents() = 0;
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/**
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* Returns a GraphicsContext that the frontend provides that is shared with the emu window. This
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* context can be used from other threads for background graphics computation. If the frontend
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* is using a graphics backend that doesn't need anything specific to run on a different thread,
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* then it can use a stubbed implemenation for GraphicsContext.
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*
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* If the return value is null, then the core should assume that the frontend cannot provide a
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* Shared Context
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* Returns a GraphicsContext that the frontend provides to be used for rendering.
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*/
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virtual std::unique_ptr<GraphicsContext> CreateSharedContext() const {
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return nullptr;
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}
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virtual std::unique_ptr<GraphicsContext> CreateSharedContext() const = 0;
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/// Returns if window is shown (not minimized)
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virtual bool IsShown() const = 0;
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/// Retrieves Vulkan specific handlers from the window
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virtual void RetrieveVulkanHandlers(void* get_instance_proc_addr, void* instance,
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void* surface) const = 0;
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/**
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* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
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* @param framebuffer_x Framebuffer x-coordinate that was pressed
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@@ -97,22 +123,17 @@ public:
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void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
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/**
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* Returns currently active configuration.
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* @note Accesses to the returned object need not be consistent because it may be modified in
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* another thread
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* Returns system information about the drawing area.
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*/
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const WindowConfig& GetActiveConfig() const {
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return active_config;
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WindowSystemInfo& GetWindowInfo() {
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return window_info;
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}
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/**
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* Requests the internal configuration to be replaced by the specified argument at some point in
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* the future.
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* @note This method is thread-safe, because it delays configuration changes to the GUI event
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* loop. Hence there is no guarantee on when the requested configuration will be active.
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* Returns system information about the drawing area.
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*/
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void SetConfig(const WindowConfig& val) {
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config = val;
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const WindowSystemInfo& GetWindowInfo() const {
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return window_info;
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}
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/**
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@@ -130,26 +151,9 @@ public:
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void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
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protected:
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EmuWindow();
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explicit EmuWindow();
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virtual ~EmuWindow();
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/**
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* Processes any pending configuration changes from the last SetConfig call.
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* This method invokes OnMinimalClientAreaChangeRequest if the corresponding configuration
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* field changed.
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* @note Implementations will usually want to call this from the GUI thread.
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* @todo Actually call this in existing implementations.
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*/
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void ProcessConfigurationChanges() {
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// TODO: For proper thread safety, we should eventually implement a proper
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// multiple-writer/single-reader queue...
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if (config.min_client_area_size != active_config.min_client_area_size) {
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OnMinimalClientAreaChangeRequest(config.min_client_area_size);
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config.min_client_area_size = active_config.min_client_area_size;
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}
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}
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/**
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* Update framebuffer layout with the given parameter.
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* @note EmuWindow implementations will usually use this in window resize event handlers.
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@@ -167,6 +171,8 @@ protected:
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client_area_height = size.second;
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}
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WindowSystemInfo window_info;
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private:
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/**
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* Handler called when the minimal client area was requested to be changed via SetConfig.
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@@ -182,10 +188,6 @@ private:
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unsigned client_area_width; ///< Current client width, should be set by window impl.
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unsigned client_area_height; ///< Current client height, should be set by window impl.
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WindowConfig config; ///< Internal configuration (changes pending for being applied in
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/// ProcessConfigurationChanges)
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WindowConfig active_config; ///< Internal active configuration
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class TouchState;
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std::shared_ptr<TouchState> touch_state;
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