6cb22c9d38
* openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
119 lines
3.7 KiB
C#
119 lines
3.7 KiB
C#
using Gtk;
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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.ComponentModel;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Ui
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{
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[ToolboxItem(true)]
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public class GLWidget : DrawingArea
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{
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private bool _initialized;
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public event EventHandler Initialized;
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public event EventHandler ShuttingDown;
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public OpenGLContextBase OpenGLContext { get; private set; }
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public NativeWindowBase NativeWindow { get; private set; }
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public FramebufferFormat FramebufferFormat { get; }
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public int GLVersionMajor { get; }
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public int GLVersionMinor { get; }
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public OpenGLContextFlags ContextFlags { get; }
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public bool DirectRendering { get; }
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public OpenGLContextBase SharedContext { get; }
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public GLWidget(FramebufferFormat framebufferFormat, int major, int minor, OpenGLContextFlags flags = OpenGLContextFlags.Default, bool directRendering = true, OpenGLContextBase sharedContext = null)
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{
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FramebufferFormat = framebufferFormat;
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GLVersionMajor = major;
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GLVersionMinor = minor;
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ContextFlags = flags;
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DirectRendering = directRendering;
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SharedContext = sharedContext;
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}
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protected override bool OnDrawn(Cairo.Context cr)
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{
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if (!_initialized)
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{
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Intialize();
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}
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return true;
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}
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private NativeWindowBase 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 void Intialize()
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{
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NativeWindow = RetrieveNativeWindow();
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Window.EnsureNative();
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OpenGLContext = PlatformHelper.CreateOpenGLContext(FramebufferFormat, GLVersionMajor, GLVersionMinor, ContextFlags, DirectRendering, SharedContext);
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OpenGLContext.Initialize(NativeWindow);
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OpenGLContext.MakeCurrent(NativeWindow);
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_initialized = true;
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Initialized?.Invoke(this, EventArgs.Empty);
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}
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protected override void Dispose(bool disposing)
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{
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// Try to bind the OpenGL context before calling the shutdown event
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try
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{
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OpenGLContext?.MakeCurrent(NativeWindow);
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}
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catch (Exception) { }
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ShuttingDown?.Invoke(this, EventArgs.Empty);
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// Unbind context and destroy everything
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try
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{
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OpenGLContext?.MakeCurrent(null);
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}
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catch (Exception) { }
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OpenGLContext.Dispose();
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}
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}
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}
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