gtk3: Add base for future Vulkan integration (#2260)
* gtk3: Add base for future Vulkan integration This PR puts in place the fondation for the future Vulkan integration on the GTK3 UI. This also updated SPB to 0.0.3-build14 that fixed a use after free on XErrorHandler on Linux. * Address rip's comments * Merge GLWidget inside GLRenderer * Clean up and deduplicate renderer implementations * Address shahil's comments * Address Ac_K's comments * Address gdkchan's comments
This commit is contained in:
parent
1769510a28
commit
faac08e638
9 changed files with 868 additions and 760 deletions
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@ -1,10 +1,10 @@
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using ARMeilleure.Translation;
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using ARMeilleure.Translation.PTC;
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using Gdk;
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using Gtk;
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Logging;
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using Ryujinx.Configuration;
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using Ryujinx.Graphics.OpenGL;
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using Ryujinx.HLE.HOS.Services.Hid;
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@ -13,9 +13,14 @@ using Ryujinx.Input.HLE;
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using Ryujinx.Ui.Widgets;
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using SPB.Graphics;
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using SPB.Graphics.OpenGL;
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using SPB.Platform;
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using SPB.Platform.GLX;
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using SPB.Platform.WGL;
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using SPB.Windowing;
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Threading;
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using Key = Ryujinx.Input.Key;
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@ -24,606 +29,123 @@ namespace Ryujinx.Ui
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{
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using Switch = HLE.Switch;
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public class GlRenderer : GLWidget
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public class GlRenderer : RendererWidgetBase
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{
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private const int SwitchPanelWidth = 1280;
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private const int SwitchPanelHeight = 720;
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private const int TargetFps = 60;
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public ManualResetEvent WaitEvent { get; set; }
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public NpadManager NpadManager { get; }
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public static event EventHandler<StatusUpdatedEventArgs> StatusUpdatedEvent;
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private bool _isActive;
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private bool _isStopped;
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private bool _isFocused;
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private double _mouseX;
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private double _mouseY;
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private bool _mousePressed;
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private bool _toggleFullscreen;
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private bool _toggleDockedMode;
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private readonly long _ticksPerFrame;
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private long _ticks = 0;
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private readonly Stopwatch _chrono;
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private readonly Switch _device;
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private Renderer _renderer;
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private KeyboardHotkeyState _prevHotkeyState;
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private GraphicsDebugLevel _glLogLevel;
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private readonly ManualResetEvent _exitEvent;
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// Hide Cursor
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const int CursorHideIdleTime = 8; // seconds
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private static readonly Cursor _invisibleCursor = new Cursor(Display.Default, CursorType.BlankCursor);
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private long _lastCursorMoveTime;
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private bool _hideCursorOnIdle;
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private InputManager _inputManager;
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private IKeyboard _keyboardInterface;
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private bool _initializedOpenGL;
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public GlRenderer(Switch device, InputManager inputManager, GraphicsDebugLevel glLogLevel)
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: base (GetGraphicsMode(),
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3, 3,
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glLogLevel == GraphicsDebugLevel.None
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? OpenGLContextFlags.Compat
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: OpenGLContextFlags.Compat | OpenGLContextFlags.Debug)
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private OpenGLContextBase _openGLContext;
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private SwappableNativeWindowBase _nativeWindow;
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public GlRenderer(InputManager inputManager, GraphicsDebugLevel glLogLevel) : base(inputManager, glLogLevel)
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{
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_inputManager = inputManager;
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NpadManager = _inputManager.CreateNpadManager();
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_keyboardInterface = (IKeyboard)_inputManager.KeyboardDriver.GetGamepad("0");
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NpadManager.ReloadConfiguration(ConfigurationState.Instance.Hid.InputConfig.Value.ToList());
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WaitEvent = new ManualResetEvent(false);
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_device = device;
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Initialized += GLRenderer_Initialized;
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Destroyed += GLRenderer_Destroyed;
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ShuttingDown += GLRenderer_ShuttingDown;
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Initialize();
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_chrono = new Stopwatch();
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_ticksPerFrame = Stopwatch.Frequency / TargetFps;
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AddEvents((int)(EventMask.ButtonPressMask
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| EventMask.ButtonReleaseMask
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| EventMask.PointerMotionMask
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| EventMask.KeyPressMask
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| EventMask.KeyReleaseMask));
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Shown += Renderer_Shown;
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_glLogLevel = glLogLevel;
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_exitEvent = new ManualResetEvent(false);
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_hideCursorOnIdle = ConfigurationState.Instance.HideCursorOnIdle;
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_lastCursorMoveTime = Stopwatch.GetTimestamp();
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ConfigurationState.Instance.HideCursorOnIdle.Event += HideCursorStateChanged;
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}
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private void HideCursorStateChanged(object sender, ReactiveEventArgs<bool> state)
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protected override bool OnDrawn(Cairo.Context cr)
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{
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Gtk.Application.Invoke(delegate
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if (!_initializedOpenGL)
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{
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_hideCursorOnIdle = state.NewValue;
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IntializeOpenGL();
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}
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if (_hideCursorOnIdle)
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{
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_lastCursorMoveTime = Stopwatch.GetTimestamp();
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}
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else
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{
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Window.Cursor = null;
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}
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});
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return true;
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}
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private void IntializeOpenGL()
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{
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_nativeWindow = RetrieveNativeWindow();
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Window.EnsureNative();
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_openGLContext = PlatformHelper.CreateOpenGLContext(GetGraphicsMode(), 3, 3, _glLogLevel == GraphicsDebugLevel.None ? OpenGLContextFlags.Compat : OpenGLContextFlags.Compat | OpenGLContextFlags.Debug);
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_openGLContext.Initialize(_nativeWindow);
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_openGLContext.MakeCurrent(_nativeWindow);
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// Release the GL exclusivity that SPB gave us as we aren't going to use it in GTK Thread.
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_openGLContext.MakeCurrent(null);
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WaitEvent.Set();
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_initializedOpenGL = true;
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}
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private SwappableNativeWindowBase RetrieveNativeWindow()
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{
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if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
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{
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IntPtr windowHandle = gdk_win32_window_get_handle(Window.Handle);
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return new WGLWindow(new NativeHandle(windowHandle));
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}
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else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
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{
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IntPtr displayHandle = gdk_x11_display_get_xdisplay(Display.Handle);
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IntPtr windowHandle = gdk_x11_window_get_xid(Window.Handle);
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return new GLXWindow(new NativeHandle(displayHandle), new NativeHandle(windowHandle));
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}
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throw new NotImplementedException();
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}
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[DllImport("libgdk-3-0.dll")]
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private static extern IntPtr gdk_win32_window_get_handle(IntPtr d);
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[DllImport("libgdk-3.so.0")]
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private static extern IntPtr gdk_x11_display_get_xdisplay(IntPtr gdkDisplay);
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[DllImport("libgdk-3.so.0")]
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private static extern IntPtr gdk_x11_window_get_xid(IntPtr gdkWindow);
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private static FramebufferFormat GetGraphicsMode()
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{
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return Environment.OSVersion.Platform == PlatformID.Unix ? new FramebufferFormat(new ColorFormat(8, 8, 8, 0), 16, 0, ColorFormat.Zero, 0, 2, false) : FramebufferFormat.Default;
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}
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private void GLRenderer_ShuttingDown(object sender, EventArgs args)
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{
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_device.DisposeGpu();
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NpadManager.Dispose();
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}
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private void Parent_FocusOutEvent(object o, Gtk.FocusOutEventArgs args)
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{
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_isFocused = false;
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}
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private void Parent_FocusInEvent(object o, Gtk.FocusInEventArgs args)
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{
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_isFocused = true;
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}
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private void GLRenderer_Destroyed(object sender, EventArgs e)
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{
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ConfigurationState.Instance.HideCursorOnIdle.Event -= HideCursorStateChanged;
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NpadManager.Dispose();
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Dispose();
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}
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protected void Renderer_Shown(object sender, EventArgs e)
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{
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_isFocused = this.ParentWindow.State.HasFlag(Gdk.WindowState.Focused);
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}
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public void HandleScreenState(KeyboardStateSnapshot keyboard)
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{
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bool toggleFullscreen = keyboard.IsPressed(Key.F11)
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|| ((keyboard.IsPressed(Key.AltLeft)
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|| keyboard.IsPressed(Key.AltRight))
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&& keyboard.IsPressed(Key.Enter))
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|| keyboard.IsPressed(Key.Escape);
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bool fullScreenToggled = ParentWindow.State.HasFlag(Gdk.WindowState.Fullscreen);
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if (toggleFullscreen != _toggleFullscreen)
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{
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if (toggleFullscreen)
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{
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if (fullScreenToggled)
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{
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ParentWindow.Unfullscreen();
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(Toplevel as MainWindow)?.ToggleExtraWidgets(true);
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}
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else
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{
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if (keyboard.IsPressed(Key.Escape))
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{
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if (!ConfigurationState.Instance.ShowConfirmExit || GtkDialog.CreateExitDialog())
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{
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Exit();
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}
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}
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else
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{
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ParentWindow.Fullscreen();
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(Toplevel as MainWindow)?.ToggleExtraWidgets(false);
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}
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}
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}
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}
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_toggleFullscreen = toggleFullscreen;
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bool toggleDockedMode = keyboard.IsPressed(Key.F9);
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if (toggleDockedMode != _toggleDockedMode)
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{
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if (toggleDockedMode)
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{
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ConfigurationState.Instance.System.EnableDockedMode.Value =
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!ConfigurationState.Instance.System.EnableDockedMode.Value;
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}
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}
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_toggleDockedMode = toggleDockedMode;
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if (_hideCursorOnIdle)
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{
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long cursorMoveDelta = Stopwatch.GetTimestamp() - _lastCursorMoveTime;
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Window.Cursor = (cursorMoveDelta >= CursorHideIdleTime * Stopwatch.Frequency) ? _invisibleCursor : null;
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}
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}
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private void GLRenderer_Initialized(object sender, EventArgs e)
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{
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// Release the GL exclusivity that SPB gave us as we aren't going to use it in GTK Thread.
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OpenGLContext.MakeCurrent(null);
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WaitEvent.Set();
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}
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protected override bool OnConfigureEvent(EventConfigure evnt)
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{
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bool result = base.OnConfigureEvent(evnt);
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Gdk.Monitor monitor = Display.GetMonitorAtWindow(Window);
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_renderer.Window.SetSize(evnt.Width * monitor.ScaleFactor, evnt.Height * monitor.ScaleFactor);
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return result;
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}
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public void Start()
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{
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_chrono.Restart();
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_isActive = true;
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Gtk.Window parent = this.Toplevel as Gtk.Window;
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parent.FocusInEvent += Parent_FocusInEvent;
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parent.FocusOutEvent += Parent_FocusOutEvent;
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Gtk.Application.Invoke(delegate
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{
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parent.Present();
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string titleNameSection = string.IsNullOrWhiteSpace(_device.Application.TitleName) ? string.Empty
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: $" - {_device.Application.TitleName}";
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string titleVersionSection = string.IsNullOrWhiteSpace(_device.Application.DisplayVersion) ? string.Empty
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: $" v{_device.Application.DisplayVersion}";
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string titleIdSection = string.IsNullOrWhiteSpace(_device.Application.TitleIdText) ? string.Empty
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: $" ({_device.Application.TitleIdText.ToUpper()})";
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string titleArchSection = _device.Application.TitleIs64Bit ? " (64-bit)" : " (32-bit)";
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parent.Title = $"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}";
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});
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Thread renderLoopThread = new Thread(Render)
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{
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Name = "GUI.RenderLoop"
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};
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renderLoopThread.Start();
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Thread nvStutterWorkaround = new Thread(NVStutterWorkaround)
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{
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Name = "GUI.NVStutterWorkaround"
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};
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nvStutterWorkaround.Start();
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MainLoop();
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renderLoopThread.Join();
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nvStutterWorkaround.Join();
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Exit();
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}
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private void NVStutterWorkaround()
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{
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while (_isActive)
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{
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// When NVIDIA Threaded Optimization is on, the driver will snapshot all threads in the system whenever the application creates any new ones.
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// The ThreadPool has something called a "GateThread" which terminates itself after some inactivity.
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// However, it immediately starts up again, since the rules regarding when to terminate and when to start differ.
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// This creates a new thread every second or so.
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// The main problem with this is that the thread snapshot can take 70ms, is on the OpenGL thread and will delay rendering any graphics.
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// This is a little over budget on a frame time of 16ms, so creates a large stutter.
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// The solution is to keep the ThreadPool active so that it never has a reason to terminate the GateThread.
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// TODO: This should be removed when the issue with the GateThread is resolved.
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ThreadPool.QueueUserWorkItem((state) => { });
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Thread.Sleep(300);
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}
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}
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protected override bool OnButtonPressEvent(EventButton evnt)
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{
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_mouseX = evnt.X;
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_mouseY = evnt.Y;
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if (evnt.Button == 1)
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{
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_mousePressed = true;
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}
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return false;
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}
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protected override bool OnButtonReleaseEvent(EventButton evnt)
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{
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if (evnt.Button == 1)
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{
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_mousePressed = false;
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}
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return false;
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}
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protected override bool OnMotionNotifyEvent(EventMotion evnt)
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{
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if (evnt.Device.InputSource == InputSource.Mouse)
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{
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_mouseX = evnt.X;
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_mouseY = evnt.Y;
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}
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if (_hideCursorOnIdle)
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{
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_lastCursorMoveTime = Stopwatch.GetTimestamp();
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}
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return false;
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}
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protected override void OnGetPreferredHeight(out int minimumHeight, out int naturalHeight)
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{
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Gdk.Monitor monitor = Display.GetMonitorAtWindow(Window);
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// If the monitor is at least 1080p, use the Switch panel size as minimal size.
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if (monitor.Geometry.Height >= 1080)
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{
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minimumHeight = SwitchPanelHeight;
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}
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// Otherwise, we default minimal size to 480p 16:9.
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else
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{
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minimumHeight = 480;
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}
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naturalHeight = minimumHeight;
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}
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protected override void OnGetPreferredWidth(out int minimumWidth, out int naturalWidth)
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{
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Gdk.Monitor monitor = Display.GetMonitorAtWindow(Window);
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// If the monitor is at least 1080p, use the Switch panel size as minimal size.
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if (monitor.Geometry.Height >= 1080)
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{
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minimumWidth = SwitchPanelWidth;
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}
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// Otherwise, we default minimal size to 480p 16:9.
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else
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{
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minimumWidth = 854;
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}
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naturalWidth = minimumWidth;
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}
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public void Exit()
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{
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NpadManager?.Dispose();
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if (_isStopped)
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{
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return;
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}
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_isStopped = true;
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_isActive = false;
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_exitEvent.WaitOne();
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_exitEvent.Dispose();
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}
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public void Initialize()
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{
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if (!(_device.Gpu.Renderer is Renderer))
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{
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throw new NotSupportedException($"GPU renderer must be an OpenGL renderer when using {typeof(Renderer).Name}!");
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}
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_renderer = (Renderer)_device.Gpu.Renderer;
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}
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public void Render()
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public override void InitializeRenderer()
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{
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// First take exclusivity on the OpenGL context.
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_renderer.InitializeBackgroundContext(SPBOpenGLContext.CreateBackgroundContext(OpenGLContext));
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((Renderer)Renderer).InitializeBackgroundContext(SPBOpenGLContext.CreateBackgroundContext(_openGLContext));
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Gtk.Window parent = Toplevel as Gtk.Window;
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parent.Present();
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_openGLContext.MakeCurrent(_nativeWindow);
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OpenGLContext.MakeCurrent(NativeWindow);
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_device.Gpu.Renderer.Initialize(_glLogLevel);
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// Make sure the first frame is not transparent.
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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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_device.Gpu.InitializeShaderCache();
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Translator.IsReadyForTranslation.Set();
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while (_isActive)
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{
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if (_isStopped)
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{
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return;
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}
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_ticks += _chrono.ElapsedTicks;
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_chrono.Restart();
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if (_device.WaitFifo())
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{
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_device.Statistics.RecordFifoStart();
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_device.ProcessFrame();
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_device.Statistics.RecordFifoEnd();
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}
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while (_device.ConsumeFrameAvailable())
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{
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_device.PresentFrame(SwapBuffers);
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}
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if (_ticks >= _ticksPerFrame)
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{
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||||
string dockedMode = ConfigurationState.Instance.System.EnableDockedMode ? "Docked" : "Handheld";
|
||||
float scale = Graphics.Gpu.GraphicsConfig.ResScale;
|
||||
if (scale != 1)
|
||||
{
|
||||
dockedMode += $" ({scale}x)";
|
||||
}
|
||||
|
||||
StatusUpdatedEvent?.Invoke(this, new StatusUpdatedEventArgs(
|
||||
_device.EnableDeviceVsync,
|
||||
dockedMode,
|
||||
ConfigurationState.Instance.Graphics.AspectRatio.Value.ToText(),
|
||||
$"Game: {_device.Statistics.GetGameFrameRate():00.00} FPS",
|
||||
$"FIFO: {_device.Statistics.GetFifoPercent():0.00} %",
|
||||
$"GPU: {_renderer.GpuVendor}"));
|
||||
|
||||
_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SwapBuffers()
|
||||
public override void SwapBuffers()
|
||||
{
|
||||
NativeWindow.SwapBuffers();
|
||||
_nativeWindow.SwapBuffers();
|
||||
}
|
||||
|
||||
public void MainLoop()
|
||||
public override string GetGpuVendorName()
|
||||
{
|
||||
while (_isActive)
|
||||
{
|
||||
UpdateFrame();
|
||||
|
||||
// Polling becomes expensive if it's not slept
|
||||
Thread.Sleep(1);
|
||||
}
|
||||
|
||||
_exitEvent.Set();
|
||||
return ((Renderer)Renderer).GpuVendor;
|
||||
}
|
||||
|
||||
private bool UpdateFrame()
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
if (!_isActive)
|
||||
// Try to bind the OpenGL context before calling the shutdown event
|
||||
try
|
||||
{
|
||||
return true;
|
||||
_openGLContext?.MakeCurrent(_nativeWindow);
|
||||
}
|
||||
catch (Exception) { }
|
||||
|
||||
if (_isStopped)
|
||||
Device.DisposeGpu();
|
||||
NpadManager.Dispose();
|
||||
|
||||
// Unbind context and destroy everything
|
||||
try
|
||||
{
|
||||
return false;
|
||||
_openGLContext?.MakeCurrent(null);
|
||||
}
|
||||
catch (Exception) { }
|
||||
|
||||
if (_isFocused)
|
||||
{
|
||||
Gtk.Application.Invoke(delegate
|
||||
{
|
||||
KeyboardStateSnapshot keyboard = _keyboardInterface.GetKeyboardStateSnapshot();
|
||||
|
||||
HandleScreenState(keyboard);
|
||||
|
||||
if (keyboard.IsPressed(Key.Delete))
|
||||
{
|
||||
if (!ParentWindow.State.HasFlag(WindowState.Fullscreen))
|
||||
{
|
||||
Ptc.Continue();
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
NpadManager.Update(_device.Hid, _device.TamperMachine);
|
||||
|
||||
if(_isFocused)
|
||||
{
|
||||
KeyboardHotkeyState currentHotkeyState = GetHotkeyState();
|
||||
|
||||
if (currentHotkeyState.HasFlag(KeyboardHotkeyState.ToggleVSync) &&
|
||||
!_prevHotkeyState.HasFlag(KeyboardHotkeyState.ToggleVSync))
|
||||
{
|
||||
_device.EnableDeviceVsync = !_device.EnableDeviceVsync;
|
||||
}
|
||||
|
||||
_prevHotkeyState = currentHotkeyState;
|
||||
}
|
||||
|
||||
//Touchscreen
|
||||
bool hasTouch = false;
|
||||
|
||||
// Get screen touch position from left mouse click
|
||||
// OpenTK always captures mouse events, even if out of focus, so check if window is focused.
|
||||
if (_isFocused && _mousePressed)
|
||||
{
|
||||
float aspectWidth = SwitchPanelHeight * ConfigurationState.Instance.Graphics.AspectRatio.Value.ToFloat();
|
||||
|
||||
int screenWidth = AllocatedWidth;
|
||||
int screenHeight = AllocatedHeight;
|
||||
|
||||
if (AllocatedWidth > AllocatedHeight * aspectWidth / SwitchPanelHeight)
|
||||
{
|
||||
screenWidth = (int)(AllocatedHeight * aspectWidth) / SwitchPanelHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
screenHeight = (AllocatedWidth * SwitchPanelHeight) / (int)aspectWidth;
|
||||
}
|
||||
|
||||
int startX = (AllocatedWidth - screenWidth) >> 1;
|
||||
int startY = (AllocatedHeight - screenHeight) >> 1;
|
||||
|
||||
int endX = startX + screenWidth;
|
||||
int endY = startY + screenHeight;
|
||||
|
||||
|
||||
if (_mouseX >= startX &&
|
||||
_mouseY >= startY &&
|
||||
_mouseX < endX &&
|
||||
_mouseY < endY)
|
||||
{
|
||||
int screenMouseX = (int)_mouseX - startX;
|
||||
int screenMouseY = (int)_mouseY - startY;
|
||||
|
||||
int mX = (screenMouseX * (int)aspectWidth) / screenWidth;
|
||||
int mY = (screenMouseY * SwitchPanelHeight) / screenHeight;
|
||||
|
||||
TouchPoint currentPoint = new TouchPoint
|
||||
{
|
||||
X = (uint)mX,
|
||||
Y = (uint)mY,
|
||||
|
||||
// Placeholder values till more data is acquired
|
||||
DiameterX = 10,
|
||||
DiameterY = 10,
|
||||
Angle = 90
|
||||
};
|
||||
|
||||
hasTouch = true;
|
||||
|
||||
_device.Hid.Touchscreen.Update(currentPoint);
|
||||
}
|
||||
}
|
||||
|
||||
if (!hasTouch)
|
||||
{
|
||||
_device.Hid.Touchscreen.Update();
|
||||
}
|
||||
|
||||
_device.Hid.DebugPad.Update();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
[Flags]
|
||||
private enum KeyboardHotkeyState
|
||||
{
|
||||
None,
|
||||
ToggleVSync
|
||||
}
|
||||
|
||||
private KeyboardHotkeyState GetHotkeyState()
|
||||
{
|
||||
KeyboardHotkeyState state = KeyboardHotkeyState.None;
|
||||
|
||||
if (_keyboardInterface.IsPressed((Key)ConfigurationState.Instance.Hid.Hotkeys.Value.ToggleVsync))
|
||||
{
|
||||
state |= KeyboardHotkeyState.ToggleVSync;
|
||||
}
|
||||
|
||||
return state;
|
||||
_openGLContext.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue