Avalonia UI - Part 1 (#3270)
* avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
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161 changed files with 17179 additions and 855 deletions
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@ -141,7 +141,7 @@ namespace Ryujinx.Headless.SDL2.OpenGL
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GL.ClearColor(0, 0, 0, 1.0f);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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SwapBuffers();
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SwapBuffers(0);
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Renderer?.Window.SetSize(DefaultWidth, DefaultHeight);
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MouseDriver.SetClientSize(DefaultWidth, DefaultHeight);
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@ -159,8 +159,28 @@ namespace Ryujinx.Headless.SDL2.OpenGL
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_openGLContext.Dispose();
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}
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protected override void SwapBuffers()
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protected override void SwapBuffers(object image)
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{
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if ((int)image != 0)
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{
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// The game's framebruffer is already bound, so blit it to the window's backbuffer
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, 0);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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GL.ClearColor(0, 0, 0, 1);
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GL.BlitFramebuffer(0,
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0,
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Width,
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Height,
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0,
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0,
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Width,
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Height,
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ClearBufferMask.ColorBufferBit,
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BlitFramebufferFilter.Linear);
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}
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SDL_GL_SwapWindow(WindowHandle);
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}
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}
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@ -30,16 +30,16 @@
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<PackageReference Include="CommandLineParser" Version="2.8.0" />
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</ItemGroup>
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<ItemGroup>
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<None Update="..\Ryujinx\THIRDPARTY.md">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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<TargetPath>THIRDPARTY.md</TargetPath>
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</None>
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<ContentWithTargetPath Include="..\Ryujinx.Audio\LICENSE.txt">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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<TargetPath>LICENSE-Ryujinx.Audio.txt</TargetPath>
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</ContentWithTargetPath>
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</ItemGroup>
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<ItemGroup>
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<ContentWithTargetPath Include="..\distribution\legal\THIRDPARTY.md">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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<TargetPath>THIRDPARTY.md</TargetPath>
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</ContentWithTargetPath>
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<ContentWithTargetPath Include="..\Ryujinx.Audio\LICENSE.txt">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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<TargetPath>LICENSE-Ryujinx.Audio.txt</TargetPath>
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</ContentWithTargetPath>
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</ItemGroup>
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<!-- Due to .net core 3.1 embedded resource loading -->
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<PropertyGroup>
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@ -36,6 +36,8 @@ namespace Ryujinx.Headless.SDL2
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protected IntPtr WindowHandle { get; set; }
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public IHostUiTheme HostUiTheme { get; }
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public int Width { get; private set; }
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public int Height { get; private set; }
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protected SDL2MouseDriver MouseDriver;
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private InputManager _inputManager;
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@ -119,6 +121,9 @@ namespace Ryujinx.Headless.SDL2
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_windowId = SDL_GetWindowID(WindowHandle);
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SDL2Driver.Instance.RegisterWindow(_windowId, HandleWindowEvent);
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Width = DefaultWidth;
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Height = DefaultHeight;
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}
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private void HandleWindowEvent(SDL_Event evnt)
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@ -128,8 +133,10 @@ namespace Ryujinx.Headless.SDL2
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switch (evnt.window.windowEvent)
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{
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case SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED:
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Renderer?.Window.SetSize(evnt.window.data1, evnt.window.data2);
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MouseDriver.SetClientSize(evnt.window.data1, evnt.window.data2);
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Width = evnt.window.data1;
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Height = evnt.window.data2;
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Renderer?.Window.SetSize(Width, Height);
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MouseDriver.SetClientSize(Width, Height);
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break;
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case SDL_WindowEventID.SDL_WINDOWEVENT_CLOSE:
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Exit();
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@ -148,7 +155,7 @@ namespace Ryujinx.Headless.SDL2
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protected abstract void FinalizeRenderer();
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protected abstract void SwapBuffers();
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protected abstract void SwapBuffers(object image);
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protected abstract string GetGpuVendorName();
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@ -188,7 +195,7 @@ namespace Ryujinx.Headless.SDL2
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while (Device.ConsumeFrameAvailable())
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{
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Device.PresentFrame(SwapBuffers);
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Device.PresentFrame((texture) => { SwapBuffers(texture); });
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}
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if (_ticks >= _ticksPerFrame)
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