yuzu-android/src/yuzu/bootmanager.cpp

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chore: make yuzu REUSE compliant [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
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// SPDX-FileCopyrightText: 2014 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#include <glad/glad.h>
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#include <QApplication>
#if (QT_VERSION < QT_VERSION_CHECK(6, 0, 0)) && YUZU_USE_QT_MULTIMEDIA
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#include <QCameraImageCapture>
#include <QCameraInfo>
#endif
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#include <QHBoxLayout>
#include <QMessageBox>
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#include <QPainter>
#include <QScreen>
#include <QString>
#include <QStringList>
#include <QWindow>
#ifdef HAS_OPENGL
#include <QOffscreenSurface>
#include <QOpenGLContext>
#endif
#if !defined(WIN32)
#include <qpa/qplatformnativeinterface.h>
#endif
#include <fmt/format.h>
#include "common/assert.h"
#include "common/microprofile.h"
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#include "common/scm_rev.h"
#include "common/settings.h"
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#include "core/core.h"
#include "core/cpu_manager.h"
#include "core/frontend/framebuffer_layout.h"
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#include "input_common/drivers/camera.h"
#include "input_common/drivers/keyboard.h"
#include "input_common/drivers/mouse.h"
#include "input_common/drivers/tas_input.h"
#include "input_common/drivers/touch_screen.h"
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#include "input_common/main.h"
#include "video_core/renderer_base.h"
#include "yuzu/bootmanager.h"
#include "yuzu/main.h"
EmuThread::EmuThread(Core::System& system_) : system{system_} {}
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EmuThread::~EmuThread() = default;
void EmuThread::run() {
std::string name = "EmuControlThread";
MicroProfileOnThreadCreate(name.c_str());
Common::SetCurrentThreadName(name.c_str());
auto& gpu = system.GPU();
auto stop_token = stop_source.get_token();
bool debugger_should_start = system.DebuggerEnabled();
system.RegisterHostThread();
// Main process has been loaded. Make the context current to this thread and begin GPU and CPU
// execution.
gpu.ObtainContext();
emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
if (Settings::values.use_disk_shader_cache.GetValue()) {
system.Renderer().ReadRasterizer()->LoadDiskResources(
system.GetCurrentProcessProgramID(), stop_token,
[this](VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total) {
emit LoadProgress(stage, value, total);
});
}
emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
gpu.ReleaseContext();
gpu.Start();
system.GetCpuManager().OnGpuReady();
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system.RegisterExitCallback([this]() {
stop_source.request_stop();
SetRunning(false);
});
// Holds whether the cpu was running during the last iteration,
// so that the DebugModeLeft signal can be emitted before the
// next execution step
bool was_active = false;
while (!stop_token.stop_requested()) {
if (running) {
if (was_active) {
emit DebugModeLeft();
}
running_guard = true;
Core::SystemResultStatus result = system.Run();
if (result != Core::SystemResultStatus::Success) {
running_guard = false;
this->SetRunning(false);
emit ErrorThrown(result, system.GetStatusDetails());
}
if (debugger_should_start) {
system.InitializeDebugger();
debugger_should_start = false;
}
running_wait.Wait();
result = system.Pause();
if (result != Core::SystemResultStatus::Success) {
running_guard = false;
this->SetRunning(false);
emit ErrorThrown(result, system.GetStatusDetails());
}
running_guard = false;
if (!stop_token.stop_requested()) {
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was_active = true;
emit DebugModeEntered();
}
} else {
std::unique_lock lock{running_mutex};
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Common::CondvarWait(running_cv, lock, stop_token, [&] { return IsRunning(); });
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}
}
// Shutdown the main emulated process
system.ShutdownMainProcess();
#if MICROPROFILE_ENABLED
MicroProfileOnThreadExit();
#endif
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}
#ifdef HAS_OPENGL
class OpenGLSharedContext : public Core::Frontend::GraphicsContext {
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public:
/// Create the original context that should be shared from
explicit OpenGLSharedContext(QSurface* surface_) : surface{surface_} {
QSurfaceFormat format;
format.setVersion(4, 6);
format.setProfile(QSurfaceFormat::CompatibilityProfile);
format.setOption(QSurfaceFormat::FormatOption::DeprecatedFunctions);
if (Settings::values.renderer_debug) {
format.setOption(QSurfaceFormat::FormatOption::DebugContext);
}
// TODO: expose a setting for buffer value (ie default/single/double/triple)
format.setSwapBehavior(QSurfaceFormat::DefaultSwapBehavior);
format.setSwapInterval(0);
context = std::make_unique<QOpenGLContext>();
context->setFormat(format);
if (!context->create()) {
LOG_ERROR(Frontend, "Unable to create main openGL context");
}
}
/// Create the shared contexts for rendering and presentation
explicit OpenGLSharedContext(QOpenGLContext* share_context, QSurface* main_surface = nullptr) {
// disable vsync for any shared contexts
auto format = share_context->format();
configuration: implement per-game configurations (#4098) * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
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format.setSwapInterval(main_surface ? Settings::values.use_vsync.GetValue() : 0);
context = std::make_unique<QOpenGLContext>();
context->setShareContext(share_context);
context->setFormat(format);
if (!context->create()) {
LOG_ERROR(Frontend, "Unable to create shared openGL context");
}
if (!main_surface) {
offscreen_surface = std::make_unique<QOffscreenSurface>(nullptr);
offscreen_surface->setFormat(format);
offscreen_surface->create();
surface = offscreen_surface.get();
} else {
surface = main_surface;
}
}
~OpenGLSharedContext() {
DoneCurrent();
}
void SwapBuffers() override {
context->swapBuffers(surface);
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}
void MakeCurrent() override {
// We can't track the current state of the underlying context in this wrapper class because
// Qt may make the underlying context not current for one reason or another. In particular,
// the WebBrowser uses GL, so it seems to conflict if we aren't careful.
// Instead of always just making the context current (which does not have any caching to
// check if the underlying context is already current) we can check for the current context
// in the thread local data by calling `currentContext()` and checking if its ours.
if (QOpenGLContext::currentContext() != context.get()) {
context->makeCurrent(surface);
}
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}
void DoneCurrent() override {
context->doneCurrent();
}
QOpenGLContext* GetShareContext() {
return context.get();
}
const QOpenGLContext* GetShareContext() const {
return context.get();
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}
private:
// Avoid using Qt parent system here since we might move the QObjects to new threads
// As a note, this means we should avoid using slots/signals with the objects too
std::unique_ptr<QOpenGLContext> context;
std::unique_ptr<QOffscreenSurface> offscreen_surface{};
QSurface* surface;
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};
#endif
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class DummyContext : public Core::Frontend::GraphicsContext {};
class RenderWidget : public QWidget {
public:
explicit RenderWidget(GRenderWindow* parent) : QWidget(parent), render_window(parent) {
setAttribute(Qt::WA_NativeWindow);
setAttribute(Qt::WA_DontCreateNativeAncestors);
setAttribute(Qt::WA_PaintOnScreen);
}
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virtual ~RenderWidget() = default;
QPaintEngine* paintEngine() const override {
return nullptr;
}
private:
GRenderWindow* render_window;
};
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struct OpenGLRenderWidget : public RenderWidget {
explicit OpenGLRenderWidget(GRenderWindow* parent) : RenderWidget(parent) {
windowHandle()->setSurfaceType(QWindow::OpenGLSurface);
}
void SetContext(std::unique_ptr<Core::Frontend::GraphicsContext>&& context_) {
context = std::move(context_);
}
private:
std::unique_ptr<Core::Frontend::GraphicsContext> context;
};
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struct VulkanRenderWidget : public RenderWidget {
explicit VulkanRenderWidget(GRenderWindow* parent) : RenderWidget(parent) {
windowHandle()->setSurfaceType(QWindow::VulkanSurface);
}
};
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struct NullRenderWidget : public RenderWidget {
explicit NullRenderWidget(GRenderWindow* parent) : RenderWidget(parent) {}
};
static Core::Frontend::WindowSystemType GetWindowSystemType() {
// Determine WSI type based on Qt platform.
QString platform_name = QGuiApplication::platformName();
if (platform_name == QStringLiteral("windows"))
return Core::Frontend::WindowSystemType::Windows;
else if (platform_name == QStringLiteral("xcb"))
return Core::Frontend::WindowSystemType::X11;
else if (platform_name == QStringLiteral("wayland"))
return Core::Frontend::WindowSystemType::Wayland;
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else if (platform_name == QStringLiteral("wayland-egl"))
return Core::Frontend::WindowSystemType::Wayland;
else if (platform_name == QStringLiteral("cocoa"))
return Core::Frontend::WindowSystemType::Cocoa;
else if (platform_name == QStringLiteral("android"))
return Core::Frontend::WindowSystemType::Android;
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LOG_CRITICAL(Frontend, "Unknown Qt platform {}!", platform_name.toStdString());
return Core::Frontend::WindowSystemType::Windows;
}
static Core::Frontend::EmuWindow::WindowSystemInfo GetWindowSystemInfo(QWindow* window) {
Core::Frontend::EmuWindow::WindowSystemInfo wsi;
wsi.type = GetWindowSystemType();
// Our Win32 Qt external doesn't have the private API.
#if defined(WIN32) || defined(__APPLE__)
wsi.render_surface = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
#else
QPlatformNativeInterface* pni = QGuiApplication::platformNativeInterface();
wsi.display_connection = pni->nativeResourceForWindow("display", window);
if (wsi.type == Core::Frontend::WindowSystemType::Wayland)
wsi.render_surface = window ? pni->nativeResourceForWindow("surface", window) : nullptr;
else
wsi.render_surface = window ? reinterpret_cast<void*>(window->winId()) : nullptr;
#endif
wsi.render_surface_scale = window ? static_cast<float>(window->devicePixelRatio()) : 1.0f;
return wsi;
}
GRenderWindow::GRenderWindow(GMainWindow* parent, EmuThread* emu_thread_,
std::shared_ptr<InputCommon::InputSubsystem> input_subsystem_,
Core::System& system_)
: QWidget(parent),
emu_thread(emu_thread_), input_subsystem{std::move(input_subsystem_)}, system{system_} {
setWindowTitle(QStringLiteral("yuzu %1 | %2-%3")
.arg(QString::fromUtf8(Common::g_build_name),
QString::fromUtf8(Common::g_scm_branch),
QString::fromUtf8(Common::g_scm_desc)));
setAttribute(Qt::WA_AcceptTouchEvents);
auto* layout = new QHBoxLayout(this);
layout->setContentsMargins(0, 0, 0, 0);
setLayout(layout);
input_subsystem->Initialize();
this->setMouseTracking(true);
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strict_context_required = QGuiApplication::platformName() == QStringLiteral("wayland") ||
QGuiApplication::platformName() == QStringLiteral("wayland-egl");
connect(this, &GRenderWindow::FirstFrameDisplayed, parent, &GMainWindow::OnLoadComplete);
connect(this, &GRenderWindow::ExecuteProgramSignal, parent, &GMainWindow::OnExecuteProgram,
Qt::QueuedConnection);
connect(this, &GRenderWindow::ExitSignal, parent, &GMainWindow::OnExit, Qt::QueuedConnection);
connect(this, &GRenderWindow::TasPlaybackStateChanged, parent, &GMainWindow::OnTasStateChanged);
}
void GRenderWindow::ExecuteProgram(std::size_t program_index) {
emit ExecuteProgramSignal(program_index);
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}
void GRenderWindow::Exit() {
emit ExitSignal();
}
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GRenderWindow::~GRenderWindow() {
input_subsystem->Shutdown();
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}
void GRenderWindow::OnFrameDisplayed() {
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input_subsystem->GetTas()->UpdateThread();
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const InputCommon::TasInput::TasState new_tas_state =
std::get<0>(input_subsystem->GetTas()->GetStatus());
if (!first_frame) {
last_tas_state = new_tas_state;
first_frame = true;
emit FirstFrameDisplayed();
}
if (new_tas_state != last_tas_state) {
last_tas_state = new_tas_state;
emit TasPlaybackStateChanged();
}
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}
bool GRenderWindow::IsShown() const {
return !isMinimized();
}
// On Qt 5.0+, this correctly gets the size of the framebuffer (pixels).
//
// Older versions get the window size (density independent pixels),
// and hence, do not support DPI scaling ("retina" displays).
// The result will be a viewport that is smaller than the extent of the window.
void GRenderWindow::OnFramebufferSizeChanged() {
// Screen changes potentially incur a change in screen DPI, hence we should update the
// framebuffer size
const qreal pixel_ratio = windowPixelRatio();
const u32 width = this->width() * pixel_ratio;
const u32 height = this->height() * pixel_ratio;
UpdateCurrentFramebufferLayout(width, height);
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}
void GRenderWindow::BackupGeometry() {
geometry = QWidget::saveGeometry();
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}
void GRenderWindow::RestoreGeometry() {
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// We don't want to back up the geometry here (obviously)
QWidget::restoreGeometry(geometry);
}
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void GRenderWindow::restoreGeometry(const QByteArray& geometry_) {
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// Make sure users of this class don't need to deal with backing up the geometry themselves
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QWidget::restoreGeometry(geometry_);
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BackupGeometry();
}
QByteArray GRenderWindow::saveGeometry() {
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// If we are a top-level widget, store the current geometry
// otherwise, store the last backup
if (parent() == nullptr) {
return QWidget::saveGeometry();
}
return geometry;
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}
qreal GRenderWindow::windowPixelRatio() const {
return devicePixelRatioF();
}
std::pair<u32, u32> GRenderWindow::ScaleTouch(const QPointF& pos) const {
const qreal pixel_ratio = windowPixelRatio();
return {static_cast<u32>(std::max(std::round(pos.x() * pixel_ratio), qreal{0.0})),
static_cast<u32>(std::max(std::round(pos.y() * pixel_ratio), qreal{0.0}))};
}
void GRenderWindow::closeEvent(QCloseEvent* event) {
emit Closed();
QWidget::closeEvent(event);
}
int GRenderWindow::QtKeyToSwitchKey(Qt::Key qt_key) {
static constexpr std::array<std::pair<Qt::Key, Settings::NativeKeyboard::Keys>, 106> key_map = {
std::pair<Qt::Key, Settings::NativeKeyboard::Keys>{Qt::Key_A, Settings::NativeKeyboard::A},
{Qt::Key_A, Settings::NativeKeyboard::A},
{Qt::Key_B, Settings::NativeKeyboard::B},
{Qt::Key_C, Settings::NativeKeyboard::C},
{Qt::Key_D, Settings::NativeKeyboard::D},
{Qt::Key_E, Settings::NativeKeyboard::E},
{Qt::Key_F, Settings::NativeKeyboard::F},
{Qt::Key_G, Settings::NativeKeyboard::G},
{Qt::Key_H, Settings::NativeKeyboard::H},
{Qt::Key_I, Settings::NativeKeyboard::I},
{Qt::Key_J, Settings::NativeKeyboard::J},
{Qt::Key_K, Settings::NativeKeyboard::K},
{Qt::Key_L, Settings::NativeKeyboard::L},
{Qt::Key_M, Settings::NativeKeyboard::M},
{Qt::Key_N, Settings::NativeKeyboard::N},
{Qt::Key_O, Settings::NativeKeyboard::O},
{Qt::Key_P, Settings::NativeKeyboard::P},
{Qt::Key_Q, Settings::NativeKeyboard::Q},
{Qt::Key_R, Settings::NativeKeyboard::R},
{Qt::Key_S, Settings::NativeKeyboard::S},
{Qt::Key_T, Settings::NativeKeyboard::T},
{Qt::Key_U, Settings::NativeKeyboard::U},
{Qt::Key_V, Settings::NativeKeyboard::V},
{Qt::Key_W, Settings::NativeKeyboard::W},
{Qt::Key_X, Settings::NativeKeyboard::X},
{Qt::Key_Y, Settings::NativeKeyboard::Y},
{Qt::Key_Z, Settings::NativeKeyboard::Z},
{Qt::Key_1, Settings::NativeKeyboard::N1},
{Qt::Key_2, Settings::NativeKeyboard::N2},
{Qt::Key_3, Settings::NativeKeyboard::N3},
{Qt::Key_4, Settings::NativeKeyboard::N4},
{Qt::Key_5, Settings::NativeKeyboard::N5},
{Qt::Key_6, Settings::NativeKeyboard::N6},
{Qt::Key_7, Settings::NativeKeyboard::N7},
{Qt::Key_8, Settings::NativeKeyboard::N8},
{Qt::Key_9, Settings::NativeKeyboard::N9},
{Qt::Key_0, Settings::NativeKeyboard::N0},
{Qt::Key_Return, Settings::NativeKeyboard::Return},
{Qt::Key_Escape, Settings::NativeKeyboard::Escape},
{Qt::Key_Backspace, Settings::NativeKeyboard::Backspace},
{Qt::Key_Tab, Settings::NativeKeyboard::Tab},
{Qt::Key_Space, Settings::NativeKeyboard::Space},
{Qt::Key_Minus, Settings::NativeKeyboard::Minus},
{Qt::Key_Plus, Settings::NativeKeyboard::Plus},
{Qt::Key_questiondown, Settings::NativeKeyboard::Plus},
{Qt::Key_BracketLeft, Settings::NativeKeyboard::OpenBracket},
{Qt::Key_BraceLeft, Settings::NativeKeyboard::OpenBracket},
{Qt::Key_BracketRight, Settings::NativeKeyboard::CloseBracket},
{Qt::Key_BraceRight, Settings::NativeKeyboard::CloseBracket},
{Qt::Key_Bar, Settings::NativeKeyboard::Pipe},
{Qt::Key_Dead_Tilde, Settings::NativeKeyboard::Tilde},
{Qt::Key_Ntilde, Settings::NativeKeyboard::Semicolon},
{Qt::Key_Semicolon, Settings::NativeKeyboard::Semicolon},
{Qt::Key_Apostrophe, Settings::NativeKeyboard::Quote},
{Qt::Key_Dead_Grave, Settings::NativeKeyboard::Backquote},
{Qt::Key_Comma, Settings::NativeKeyboard::Comma},
{Qt::Key_Period, Settings::NativeKeyboard::Period},
{Qt::Key_Slash, Settings::NativeKeyboard::Slash},
{Qt::Key_CapsLock, Settings::NativeKeyboard::CapsLockKey},
{Qt::Key_F1, Settings::NativeKeyboard::F1},
{Qt::Key_F2, Settings::NativeKeyboard::F2},
{Qt::Key_F3, Settings::NativeKeyboard::F3},
{Qt::Key_F4, Settings::NativeKeyboard::F4},
{Qt::Key_F5, Settings::NativeKeyboard::F5},
{Qt::Key_F6, Settings::NativeKeyboard::F6},
{Qt::Key_F7, Settings::NativeKeyboard::F7},
{Qt::Key_F8, Settings::NativeKeyboard::F8},
{Qt::Key_F9, Settings::NativeKeyboard::F9},
{Qt::Key_F10, Settings::NativeKeyboard::F10},
{Qt::Key_F11, Settings::NativeKeyboard::F11},
{Qt::Key_F12, Settings::NativeKeyboard::F12},
{Qt::Key_Print, Settings::NativeKeyboard::PrintScreen},
{Qt::Key_ScrollLock, Settings::NativeKeyboard::ScrollLockKey},
{Qt::Key_Pause, Settings::NativeKeyboard::Pause},
{Qt::Key_Insert, Settings::NativeKeyboard::Insert},
{Qt::Key_Home, Settings::NativeKeyboard::Home},
{Qt::Key_PageUp, Settings::NativeKeyboard::PageUp},
{Qt::Key_Delete, Settings::NativeKeyboard::Delete},
{Qt::Key_End, Settings::NativeKeyboard::End},
{Qt::Key_PageDown, Settings::NativeKeyboard::PageDown},
{Qt::Key_Right, Settings::NativeKeyboard::Right},
{Qt::Key_Left, Settings::NativeKeyboard::Left},
{Qt::Key_Down, Settings::NativeKeyboard::Down},
{Qt::Key_Up, Settings::NativeKeyboard::Up},
{Qt::Key_NumLock, Settings::NativeKeyboard::NumLockKey},
// Numpad keys are missing here
{Qt::Key_F13, Settings::NativeKeyboard::F13},
{Qt::Key_F14, Settings::NativeKeyboard::F14},
{Qt::Key_F15, Settings::NativeKeyboard::F15},
{Qt::Key_F16, Settings::NativeKeyboard::F16},
{Qt::Key_F17, Settings::NativeKeyboard::F17},
{Qt::Key_F18, Settings::NativeKeyboard::F18},
{Qt::Key_F19, Settings::NativeKeyboard::F19},
{Qt::Key_F20, Settings::NativeKeyboard::F20},
{Qt::Key_F21, Settings::NativeKeyboard::F21},
{Qt::Key_F22, Settings::NativeKeyboard::F22},
{Qt::Key_F23, Settings::NativeKeyboard::F23},
{Qt::Key_F24, Settings::NativeKeyboard::F24},
// {Qt::..., Settings::NativeKeyboard::KPComma},
// {Qt::..., Settings::NativeKeyboard::Ro},
{Qt::Key_Hiragana_Katakana, Settings::NativeKeyboard::KatakanaHiragana},
{Qt::Key_yen, Settings::NativeKeyboard::Yen},
{Qt::Key_Henkan, Settings::NativeKeyboard::Henkan},
{Qt::Key_Muhenkan, Settings::NativeKeyboard::Muhenkan},
// {Qt::..., Settings::NativeKeyboard::NumPadCommaPc98},
{Qt::Key_Hangul, Settings::NativeKeyboard::HangulEnglish},
{Qt::Key_Hangul_Hanja, Settings::NativeKeyboard::Hanja},
{Qt::Key_Katakana, Settings::NativeKeyboard::KatakanaKey},
{Qt::Key_Hiragana, Settings::NativeKeyboard::HiraganaKey},
{Qt::Key_Zenkaku_Hankaku, Settings::NativeKeyboard::ZenkakuHankaku},
// Modifier keys are handled by the modifier property
};
for (const auto& [qkey, nkey] : key_map) {
if (qt_key == qkey) {
return nkey;
}
}
return Settings::NativeKeyboard::None;
}
int GRenderWindow::QtModifierToSwitchModifier(Qt::KeyboardModifiers qt_modifiers) {
int modifier = 0;
if ((qt_modifiers & Qt::KeyboardModifier::ShiftModifier) != 0) {
modifier |= 1 << Settings::NativeKeyboard::LeftShift;
}
if ((qt_modifiers & Qt::KeyboardModifier::ControlModifier) != 0) {
modifier |= 1 << Settings::NativeKeyboard::LeftControl;
}
if ((qt_modifiers & Qt::KeyboardModifier::AltModifier) != 0) {
modifier |= 1 << Settings::NativeKeyboard::LeftAlt;
}
if ((qt_modifiers & Qt::KeyboardModifier::MetaModifier) != 0) {
modifier |= 1 << Settings::NativeKeyboard::LeftMeta;
}
// TODO: These keys can't be obtained with Qt::KeyboardModifier
// if ((qt_modifiers & 0x10) != 0) {
// modifier |= 1 << Settings::NativeKeyboard::RightShift;
// }
// if ((qt_modifiers & 0x20) != 0) {
// modifier |= 1 << Settings::NativeKeyboard::RightControl;
// }
// if ((qt_modifiers & 0x40) != 0) {
// modifier |= 1 << Settings::NativeKeyboard::RightAlt;
// }
// if ((qt_modifiers & 0x80) != 0) {
// modifier |= 1 << Settings::NativeKeyboard::RightMeta;
// }
// if ((qt_modifiers & 0x100) != 0) {
// modifier |= 1 << Settings::NativeKeyboard::CapsLock;
// }
// if ((qt_modifiers & 0x200) != 0) {
// modifier |= 1 << Settings::NativeKeyboard::NumLock;
// }
// if ((qt_modifiers & ???) != 0) {
// modifier |= 1 << Settings::NativeKeyboard::ScrollLock;
// }
// if ((qt_modifiers & ???) != 0) {
// modifier |= 1 << Settings::NativeKeyboard::Katakana;
// }
// if ((qt_modifiers & ???) != 0) {
// modifier |= 1 << Settings::NativeKeyboard::Hiragana;
// }
return modifier;
}
void GRenderWindow::keyPressEvent(QKeyEvent* event) {
/**
* This feature can be enhanced with the following functions, but they do not provide
* cross-platform behavior.
*
* event->nativeVirtualKey() can distinguish between keys on the numpad.
* event->nativeModifiers() can distinguish between left and right keys and numlock,
* capslock, scroll lock.
*/
if (!event->isAutoRepeat()) {
const auto modifier = QtModifierToSwitchModifier(event->modifiers());
const auto key = QtKeyToSwitchKey(Qt::Key(event->key()));
input_subsystem->GetKeyboard()->SetKeyboardModifiers(modifier);
input_subsystem->GetKeyboard()->PressKeyboardKey(key);
// This is used for gamepads that can have any key mapped
input_subsystem->GetKeyboard()->PressKey(event->key());
}
}
void GRenderWindow::keyReleaseEvent(QKeyEvent* event) {
/**
* This feature can be enhanced with the following functions, but they do not provide
* cross-platform behavior.
*
* event->nativeVirtualKey() can distinguish between keys on the numpad.
* event->nativeModifiers() can distinguish between left and right buttons and numlock,
* capslock, scroll lock.
*/
if (!event->isAutoRepeat()) {
const auto modifier = QtModifierToSwitchModifier(event->modifiers());
const auto key = QtKeyToSwitchKey(Qt::Key(event->key()));
input_subsystem->GetKeyboard()->SetKeyboardModifiers(modifier);
input_subsystem->GetKeyboard()->ReleaseKeyboardKey(key);
// This is used for gamepads that can have any key mapped
input_subsystem->GetKeyboard()->ReleaseKey(event->key());
}
}
InputCommon::MouseButton GRenderWindow::QtButtonToMouseButton(Qt::MouseButton button) {
switch (button) {
case Qt::LeftButton:
return InputCommon::MouseButton::Left;
case Qt::RightButton:
return InputCommon::MouseButton::Right;
case Qt::MiddleButton:
return InputCommon::MouseButton::Wheel;
case Qt::BackButton:
return InputCommon::MouseButton::Backward;
case Qt::ForwardButton:
return InputCommon::MouseButton::Forward;
case Qt::TaskButton:
return InputCommon::MouseButton::Task;
default:
return InputCommon::MouseButton::Extra;
}
}
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void GRenderWindow::mousePressEvent(QMouseEvent* event) {
// Touch input is handled in TouchBeginEvent
if (event->source() == Qt::MouseEventSynthesizedBySystem) {
return;
}
// Qt sometimes returns the parent coordinates. To avoid this we read the global mouse
// coordinates and map them to the current render area
const auto pos = mapFromGlobal(QCursor::pos());
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const auto [x, y] = ScaleTouch(pos);
const auto [touch_x, touch_y] = MapToTouchScreen(x, y);
const auto button = QtButtonToMouseButton(event->button());
input_subsystem->GetMouse()->PressButton(x, y, touch_x, touch_y, button);
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emit MouseActivity();
}
void GRenderWindow::mouseMoveEvent(QMouseEvent* event) {
// Touch input is handled in TouchUpdateEvent
if (event->source() == Qt::MouseEventSynthesizedBySystem) {
return;
}
// Qt sometimes returns the parent coordinates. To avoid this we read the global mouse
// coordinates and map them to the current render area
const auto pos = mapFromGlobal(QCursor::pos());
const auto [x, y] = ScaleTouch(pos);
const auto [touch_x, touch_y] = MapToTouchScreen(x, y);
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const int center_x = width() / 2;
const int center_y = height() / 2;
input_subsystem->GetMouse()->MouseMove(x, y, touch_x, touch_y, center_x, center_y);
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if (Settings::values.mouse_panning && !Settings::values.mouse_enabled) {
QCursor::setPos(mapToGlobal(QPoint{center_x, center_y}));
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}
emit MouseActivity();
}
void GRenderWindow::mouseReleaseEvent(QMouseEvent* event) {
// Touch input is handled in TouchEndEvent
if (event->source() == Qt::MouseEventSynthesizedBySystem) {
return;
}
const auto button = QtButtonToMouseButton(event->button());
input_subsystem->GetMouse()->ReleaseButton(button);
}
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void GRenderWindow::wheelEvent(QWheelEvent* event) {
const int x = event->angleDelta().x();
const int y = event->angleDelta().y();
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input_subsystem->GetMouse()->MouseWheelChange(x, y);
}
void GRenderWindow::TouchBeginEvent(const QTouchEvent* event) {
QList<QTouchEvent::TouchPoint> touch_points = event->touchPoints();
for (const auto& touch_point : touch_points) {
const auto [x, y] = ScaleTouch(touch_point.pos());
const auto [touch_x, touch_y] = MapToTouchScreen(x, y);
input_subsystem->GetTouchScreen()->TouchPressed(touch_x, touch_y, touch_point.id());
}
}
void GRenderWindow::TouchUpdateEvent(const QTouchEvent* event) {
QList<QTouchEvent::TouchPoint> touch_points = event->touchPoints();
input_subsystem->GetTouchScreen()->ClearActiveFlag();
for (const auto& touch_point : touch_points) {
const auto [x, y] = ScaleTouch(touch_point.pos());
const auto [touch_x, touch_y] = MapToTouchScreen(x, y);
input_subsystem->GetTouchScreen()->TouchMoved(touch_x, touch_y, touch_point.id());
}
input_subsystem->GetTouchScreen()->ReleaseInactiveTouch();
}
void GRenderWindow::TouchEndEvent() {
input_subsystem->GetTouchScreen()->ReleaseAllTouch();
}
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void GRenderWindow::InitializeCamera() {
#if (QT_VERSION < QT_VERSION_CHECK(6, 0, 0)) && YUZU_USE_QT_MULTIMEDIA
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constexpr auto camera_update_ms = std::chrono::milliseconds{50}; // (50ms, 20Hz)
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if (!Settings::values.enable_ir_sensor) {
return;
}
bool camera_found = false;
const QList<QCameraInfo> cameras = QCameraInfo::availableCameras();
for (const QCameraInfo& cameraInfo : cameras) {
if (Settings::values.ir_sensor_device.GetValue() == cameraInfo.deviceName().toStdString() ||
Settings::values.ir_sensor_device.GetValue() == "Auto") {
camera = std::make_unique<QCamera>(cameraInfo);
if (!camera->isCaptureModeSupported(QCamera::CaptureMode::CaptureViewfinder) &&
!camera->isCaptureModeSupported(QCamera::CaptureMode::CaptureStillImage)) {
LOG_ERROR(Frontend,
"Camera doesn't support CaptureViewfinder or CaptureStillImage");
continue;
}
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camera_found = true;
break;
}
}
if (!camera_found) {
return;
}
camera_capture = std::make_unique<QCameraImageCapture>(camera.get());
if (!camera_capture->isCaptureDestinationSupported(
QCameraImageCapture::CaptureDestination::CaptureToBuffer)) {
LOG_ERROR(Frontend, "Camera doesn't support saving to buffer");
return;
}
camera_data.resize(CAMERA_WIDTH * CAMERA_HEIGHT);
camera_capture->setCaptureDestination(QCameraImageCapture::CaptureDestination::CaptureToBuffer);
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connect(camera_capture.get(), &QCameraImageCapture::imageCaptured, this,
&GRenderWindow::OnCameraCapture);
camera->unload();
if (camera->isCaptureModeSupported(QCamera::CaptureMode::CaptureViewfinder)) {
camera->setCaptureMode(QCamera::CaptureViewfinder);
} else if (camera->isCaptureModeSupported(QCamera::CaptureMode::CaptureStillImage)) {
camera->setCaptureMode(QCamera::CaptureStillImage);
}
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camera->load();
camera->start();
pending_camera_snapshots = 0;
is_virtual_camera = false;
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camera_timer = std::make_unique<QTimer>();
connect(camera_timer.get(), &QTimer::timeout, [this] { RequestCameraCapture(); });
// This timer should be dependent of camera resolution 5ms for every 100 pixels
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camera_timer->start(camera_update_ms);
#endif
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}
void GRenderWindow::FinalizeCamera() {
#if (QT_VERSION < QT_VERSION_CHECK(6, 0, 0)) && YUZU_USE_QT_MULTIMEDIA
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if (camera_timer) {
camera_timer->stop();
}
if (camera) {
camera->unload();
}
#endif
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}
void GRenderWindow::RequestCameraCapture() {
#if (QT_VERSION < QT_VERSION_CHECK(6, 0, 0)) && YUZU_USE_QT_MULTIMEDIA
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if (!Settings::values.enable_ir_sensor) {
return;
}
// If the camera doesn't capture, test for virtual cameras
if (pending_camera_snapshots > 5) {
is_virtual_camera = true;
}
// Virtual cameras like obs need to reset the camera every capture
if (is_virtual_camera) {
camera->stop();
camera->start();
}
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pending_camera_snapshots++;
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camera_capture->capture();
#endif
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}
void GRenderWindow::OnCameraCapture(int requestId, const QImage& img) {
// TODO: Capture directly in the format and resolution needed
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const auto converted =
img.scaled(CAMERA_WIDTH, CAMERA_HEIGHT, Qt::AspectRatioMode::IgnoreAspectRatio,
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Qt::TransformationMode::SmoothTransformation)
.mirrored(false, true);
std::memcpy(camera_data.data(), converted.bits(), CAMERA_WIDTH * CAMERA_HEIGHT * sizeof(u32));
input_subsystem->GetCamera()->SetCameraData(CAMERA_WIDTH, CAMERA_HEIGHT, camera_data);
pending_camera_snapshots = 0;
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}
bool GRenderWindow::event(QEvent* event) {
if (event->type() == QEvent::TouchBegin) {
TouchBeginEvent(static_cast<QTouchEvent*>(event));
return true;
} else if (event->type() == QEvent::TouchUpdate) {
TouchUpdateEvent(static_cast<QTouchEvent*>(event));
return true;
} else if (event->type() == QEvent::TouchEnd || event->type() == QEvent::TouchCancel) {
TouchEndEvent();
return true;
}
return QWidget::event(event);
}
void GRenderWindow::focusOutEvent(QFocusEvent* event) {
QWidget::focusOutEvent(event);
input_subsystem->GetKeyboard()->ReleaseAllKeys();
input_subsystem->GetMouse()->ReleaseAllButtons();
input_subsystem->GetTouchScreen()->ReleaseAllTouch();
}
void GRenderWindow::resizeEvent(QResizeEvent* event) {
QWidget::resizeEvent(event);
OnFramebufferSizeChanged();
}
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std::unique_ptr<Core::Frontend::GraphicsContext> GRenderWindow::CreateSharedContext() const {
#ifdef HAS_OPENGL
configuration: implement per-game configurations (#4098) * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-10 04:42:09 +02:00
if (Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL) {
auto c = static_cast<OpenGLSharedContext*>(main_context.get());
// Bind the shared contexts to the main surface in case the backend wants to take over
// presentation
return std::make_unique<OpenGLSharedContext>(c->GetShareContext(),
child_widget->windowHandle());
}
#endif
return std::make_unique<DummyContext>();
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}
bool GRenderWindow::InitRenderTarget() {
ReleaseRenderTarget();
{
// Create a dummy render widget so that Qt
// places the render window at the correct position.
const RenderWidget dummy_widget{this};
}
first_frame = false;
configuration: implement per-game configurations (#4098) * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-10 04:42:09 +02:00
switch (Settings::values.renderer_backend.GetValue()) {
case Settings::RendererBackend::OpenGL:
if (!InitializeOpenGL()) {
return false;
}
break;
case Settings::RendererBackend::Vulkan:
if (!InitializeVulkan()) {
return false;
}
break;
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case Settings::RendererBackend::Null:
InitializeNull();
break;
}
// Update the Window System information with the new render target
window_info = GetWindowSystemInfo(child_widget->windowHandle());
child_widget->resize(Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height);
layout()->addWidget(child_widget);
// Reset minimum required size to avoid resizing issues on the main window after restarting.
2019-03-25 20:46:30 +01:00
setMinimumSize(1, 1);
resize(Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height);
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
OnFramebufferSizeChanged();
BackupGeometry();
configuration: implement per-game configurations (#4098) * Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-07-10 04:42:09 +02:00
if (Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL) {
if (!LoadOpenGL()) {
return false;
}
}
return true;
}
void GRenderWindow::ReleaseRenderTarget() {
if (child_widget) {
layout()->removeWidget(child_widget);
child_widget->deleteLater();
child_widget = nullptr;
}
main_context.reset();
}
void GRenderWindow::CaptureScreenshot(const QString& screenshot_path) {
auto& renderer = system.Renderer();
const f32 res_scale = Settings::values.resolution_info.up_factor;
if (renderer.IsScreenshotPending()) {
LOG_WARNING(Render,
"A screenshot is already requested or in progress, ignoring the request");
return;
}
const Layout::FramebufferLayout layout{Layout::FrameLayoutFromResolutionScale(res_scale)};
screenshot_image = QImage(QSize(layout.width, layout.height), QImage::Format_RGB32);
renderer.RequestScreenshot(
screenshot_image.bits(),
[=, this](bool invert_y) {
const std::string std_screenshot_path = screenshot_path.toStdString();
if (screenshot_image.mirrored(false, invert_y).save(screenshot_path)) {
LOG_INFO(Frontend, "Screenshot saved to \"{}\"", std_screenshot_path);
} else {
LOG_ERROR(Frontend, "Failed to save screenshot to \"{}\"", std_screenshot_path);
}
},
layout);
}
bool GRenderWindow::IsLoadingComplete() const {
return first_frame;
}
void GRenderWindow::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
setMinimumSize(minimal_size.first, minimal_size.second);
}
bool GRenderWindow::InitializeOpenGL() {
#ifdef HAS_OPENGL
if (!QOpenGLContext::supportsThreadedOpenGL()) {
QMessageBox::warning(this, tr("OpenGL not available!"),
tr("OpenGL shared contexts are not supported."));
return false;
}
// TODO: One of these flags might be interesting: WA_OpaquePaintEvent, WA_NoBackground,
// WA_DontShowOnScreen, WA_DeleteOnClose
auto child = new OpenGLRenderWidget(this);
child_widget = child;
child_widget->windowHandle()->create();
auto context = std::make_shared<OpenGLSharedContext>(child->windowHandle());
main_context = context;
child->SetContext(
std::make_unique<OpenGLSharedContext>(context->GetShareContext(), child->windowHandle()));
return true;
#else
QMessageBox::warning(this, tr("OpenGL not available!"),
tr("yuzu has not been compiled with OpenGL support."));
return false;
#endif
}
bool GRenderWindow::InitializeVulkan() {
auto child = new VulkanRenderWidget(this);
child_widget = child;
child_widget->windowHandle()->create();
main_context = std::make_unique<DummyContext>();
return true;
}
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void GRenderWindow::InitializeNull() {
child_widget = new NullRenderWidget(this);
main_context = std::make_unique<DummyContext>();
}
bool GRenderWindow::LoadOpenGL() {
auto context = CreateSharedContext();
auto scope = context->Acquire();
if (!gladLoadGL()) {
QMessageBox::warning(
this, tr("Error while initializing OpenGL!"),
tr("Your GPU may not support OpenGL, or you do not have the latest graphics driver."));
return false;
}
const QString renderer =
QString::fromUtf8(reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
if (!GLAD_GL_VERSION_4_6) {
LOG_ERROR(Frontend, "GPU does not support OpenGL 4.6: {}", renderer.toStdString());
QMessageBox::warning(this, tr("Error while initializing OpenGL 4.6!"),
tr("Your GPU may not support OpenGL 4.6, or you do not have the "
"latest graphics driver.<br><br>GL Renderer:<br>%1")
.arg(renderer));
return false;
}
QStringList unsupported_gl_extensions = GetUnsupportedGLExtensions();
if (!unsupported_gl_extensions.empty()) {
QMessageBox::warning(
this, tr("Error while initializing OpenGL!"),
tr("Your GPU may not support one or more required OpenGL extensions. Please ensure you "
"have the latest graphics driver.<br><br>GL Renderer:<br>%1<br><br>Unsupported "
"extensions:<br>%2")
.arg(renderer)
.arg(unsupported_gl_extensions.join(QStringLiteral("<br>"))));
return false;
}
return true;
}
QStringList GRenderWindow::GetUnsupportedGLExtensions() const {
QStringList unsupported_ext;
// Extensions required to support some texture formats.
if (!GLAD_GL_EXT_texture_compression_s3tc) {
unsupported_ext.append(QStringLiteral("EXT_texture_compression_s3tc"));
}
if (!GLAD_GL_ARB_texture_compression_rgtc) {
unsupported_ext.append(QStringLiteral("ARB_texture_compression_rgtc"));
}
if (!unsupported_ext.empty()) {
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const std::string gl_renderer{reinterpret_cast<const char*>(glGetString(GL_RENDERER))};
LOG_ERROR(Frontend, "GPU does not support all required extensions: {}", gl_renderer);
}
for (const QString& ext : unsupported_ext) {
LOG_ERROR(Frontend, "Unsupported GL extension: {}", ext.toStdString());
}
return unsupported_ext;
}
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void GRenderWindow::OnEmulationStarting(EmuThread* emu_thread_) {
emu_thread = emu_thread_;
}
void GRenderWindow::OnEmulationStopping() {
emu_thread = nullptr;
}
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void GRenderWindow::showEvent(QShowEvent* event) {
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QWidget::showEvent(event);
// windowHandle() is not initialized until the Window is shown, so we connect it here.
connect(windowHandle(), &QWindow::screenChanged, this, &GRenderWindow::OnFramebufferSizeChanged,
Qt::UniqueConnection);
2015-09-04 15:55:48 +02:00
}
bool GRenderWindow::eventFilter(QObject* object, QEvent* event) {
if (event->type() == QEvent::HoverMove) {
if (Settings::values.mouse_panning || Settings::values.mouse_enabled) {
2021-02-03 19:34:25 +01:00
auto* hover_event = static_cast<QMouseEvent*>(event);
mouseMoveEvent(hover_event);
return false;
}
emit MouseActivity();
}
return false;
}