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-rw-r--r--src/core/frontend/emu_window.cpp74
-rw-r--r--src/core/frontend/emu_window.h31
-rw-r--r--src/core/frontend/framebuffer_layout.cpp36
-rw-r--r--src/core/frontend/framebuffer_layout.h11
-rw-r--r--src/core/frontend/input.h6
5 files changed, 118 insertions, 40 deletions
diff --git a/src/core/frontend/emu_window.cpp b/src/core/frontend/emu_window.cpp
index 60b20d4e2..e67394177 100644
--- a/src/core/frontend/emu_window.cpp
+++ b/src/core/frontend/emu_window.cpp
@@ -2,14 +2,55 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
-#include <algorithm>
#include <cmath>
-#include "common/assert.h"
-#include "core/3ds.h"
-#include "core/core.h"
+#include <mutex>
#include "core/frontend/emu_window.h"
+#include "core/frontend/input.h"
#include "core/settings.h"
+class EmuWindow::TouchState : public Input::Factory<Input::TouchDevice>,
+ public std::enable_shared_from_this<TouchState> {
+public:
+ std::unique_ptr<Input::TouchDevice> Create(const Common::ParamPackage&) override {
+ return std::make_unique<Device>(shared_from_this());
+ }
+
+ std::mutex mutex;
+
+ bool touch_pressed = false; ///< True if touchpad area is currently pressed, otherwise false
+
+ float touch_x = 0.0f; ///< Touchpad X-position
+ float touch_y = 0.0f; ///< Touchpad Y-position
+
+private:
+ class Device : public Input::TouchDevice {
+ public:
+ explicit Device(std::weak_ptr<TouchState>&& touch_state) : touch_state(touch_state) {}
+ std::tuple<float, float, bool> GetStatus() const override {
+ if (auto state = touch_state.lock()) {
+ std::lock_guard<std::mutex> guard(state->mutex);
+ return std::make_tuple(state->touch_x, state->touch_y, state->touch_pressed);
+ }
+ return std::make_tuple(0.0f, 0.0f, false);
+ }
+
+ private:
+ std::weak_ptr<TouchState> touch_state;
+ };
+};
+
+EmuWindow::EmuWindow() {
+ // TODO: Find a better place to set this.
+ config.min_client_area_size = std::make_pair(400u, 480u);
+ active_config = config;
+ touch_state = std::make_shared<TouchState>();
+ Input::RegisterFactory<Input::TouchDevice>("emu_window", touch_state);
+}
+
+EmuWindow::~EmuWindow() {
+ Input::UnregisterFactory<Input::TouchDevice>("emu_window");
+}
+
/**
* Check if the given x/y coordinates are within the touchpad specified by the framebuffer layout
* @param layout FramebufferLayout object describing the framebuffer size and screen positions
@@ -38,22 +79,26 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
return;
- touch_x = Core::kScreenBottomWidth * (framebuffer_x - framebuffer_layout.bottom_screen.left) /
- (framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
- touch_y = Core::kScreenBottomHeight * (framebuffer_y - framebuffer_layout.bottom_screen.top) /
- (framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
+ std::lock_guard<std::mutex> guard(touch_state->mutex);
+ touch_state->touch_x =
+ static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) /
+ (framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
+ touch_state->touch_y =
+ static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
+ (framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
- touch_pressed = true;
+ touch_state->touch_pressed = true;
}
void EmuWindow::TouchReleased() {
- touch_pressed = false;
- touch_x = 0;
- touch_y = 0;
+ std::lock_guard<std::mutex> guard(touch_state->mutex);
+ touch_state->touch_pressed = false;
+ touch_state->touch_x = 0;
+ touch_state->touch_y = 0;
}
void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
- if (!touch_pressed)
+ if (!touch_state->touch_pressed)
return;
if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
@@ -74,6 +119,9 @@ void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height)
case Settings::LayoutOption::LargeScreen:
layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen);
break;
+ case Settings::LayoutOption::SideScreen:
+ layout = Layout::SideFrameLayout(width, height, Settings::values.swap_screen);
+ break;
case Settings::LayoutOption::Default:
default:
layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen);
diff --git a/src/core/frontend/emu_window.h b/src/core/frontend/emu_window.h
index 7bdee251c..c10dee51b 100644
--- a/src/core/frontend/emu_window.h
+++ b/src/core/frontend/emu_window.h
@@ -4,11 +4,10 @@
#pragma once
-#include <mutex>
+#include <memory>
#include <tuple>
#include <utility>
#include "common/common_types.h"
-#include "common/math_util.h"
#include "core/frontend/framebuffer_layout.h"
/**
@@ -69,17 +68,6 @@ public:
void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
/**
- * Gets the current touch screen state (touch X/Y coordinates and whether or not it is pressed).
- * @note This should be called by the core emu thread to get a state set by the window thread.
- * @todo Fix this function to be thread-safe.
- * @return std::tuple of (x, y, pressed) where `x` and `y` are the touch coordinates and
- * `pressed` is true if the touch screen is currently being pressed
- */
- std::tuple<u16, u16, bool> GetTouchState() const {
- return std::make_tuple(touch_x, touch_y, touch_pressed);
- }
-
- /**
* Returns currently active configuration.
* @note Accesses to the returned object need not be consistent because it may be modified in
* another thread
@@ -113,15 +101,8 @@ public:
void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
protected:
- EmuWindow() {
- // TODO: Find a better place to set this.
- config.min_client_area_size = std::make_pair(400u, 480u);
- active_config = config;
- touch_x = 0;
- touch_y = 0;
- touch_pressed = false;
- }
- virtual ~EmuWindow() {}
+ EmuWindow();
+ virtual ~EmuWindow();
/**
* Processes any pending configuration changes from the last SetConfig call.
@@ -177,10 +158,8 @@ private:
/// ProcessConfigurationChanges)
WindowConfig active_config; ///< Internal active configuration
- bool touch_pressed; ///< True if touchpad area is currently pressed, otherwise false
-
- u16 touch_x; ///< Touchpad X-position in native 3DS pixel coordinates (0-320)
- u16 touch_y; ///< Touchpad Y-position in native 3DS pixel coordinates (0-240)
+ class TouchState;
+ std::shared_ptr<TouchState> touch_state;
/**
* Clip the provided coordinates to be inside the touchscreen area.
diff --git a/src/core/frontend/framebuffer_layout.cpp b/src/core/frontend/framebuffer_layout.cpp
index d2d02f9ff..e9f778fcb 100644
--- a/src/core/frontend/framebuffer_layout.cpp
+++ b/src/core/frontend/framebuffer_layout.cpp
@@ -141,6 +141,40 @@ FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped
return res;
}
+FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool swapped) {
+ ASSERT(width > 0);
+ ASSERT(height > 0);
+
+ FramebufferLayout res{width, height, true, true, {}, {}};
+ // Aspect ratio of both screens side by side
+ const float emulation_aspect_ratio = static_cast<float>(Core::kScreenTopHeight) /
+ (Core::kScreenTopWidth + Core::kScreenBottomWidth);
+ float window_aspect_ratio = static_cast<float>(height) / width;
+ MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
+ // Find largest Rectangle that can fit in the window size with the given aspect ratio
+ MathUtil::Rectangle<unsigned> screen_rect =
+ maxRectangle(screen_window_area, emulation_aspect_ratio);
+ // Find sizes of top and bottom screen
+ MathUtil::Rectangle<unsigned> top_screen = maxRectangle(screen_rect, TOP_SCREEN_ASPECT_RATIO);
+ MathUtil::Rectangle<unsigned> bot_screen = maxRectangle(screen_rect, BOT_SCREEN_ASPECT_RATIO);
+
+ if (window_aspect_ratio < emulation_aspect_ratio) {
+ // Apply borders to the left and right sides of the window.
+ u32 shift_horizontal = (screen_window_area.GetWidth() - screen_rect.GetWidth()) / 2;
+ top_screen = top_screen.TranslateX(shift_horizontal);
+ bot_screen = bot_screen.TranslateX(shift_horizontal);
+ } else {
+ // Window is narrower than the emulation content => apply borders to the top and bottom
+ u32 shift_vertical = (screen_window_area.GetHeight() - screen_rect.GetHeight()) / 2;
+ top_screen = top_screen.TranslateY(shift_vertical);
+ bot_screen = bot_screen.TranslateY(shift_vertical);
+ }
+ // Move the top screen to the right if we are swapped.
+ res.top_screen = swapped ? top_screen.TranslateX(bot_screen.GetWidth()) : top_screen;
+ res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateX(top_screen.GetWidth());
+ return res;
+}
+
FramebufferLayout CustomFrameLayout(unsigned width, unsigned height) {
ASSERT(width > 0);
ASSERT(height > 0);
@@ -158,4 +192,4 @@ FramebufferLayout CustomFrameLayout(unsigned width, unsigned height) {
res.bottom_screen = bot_screen;
return res;
}
-}
+} // namespace Layout
diff --git a/src/core/frontend/framebuffer_layout.h b/src/core/frontend/framebuffer_layout.h
index 9a7738969..4983cf103 100644
--- a/src/core/frontend/framebuffer_layout.h
+++ b/src/core/frontend/framebuffer_layout.h
@@ -54,6 +54,17 @@ FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool is_swa
FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool is_swapped);
/**
+* Factory method for constructing a Frame with the Top screen and bottom
+* screen side by side
+* This is useful for devices with small screens, like the GPDWin
+* @param width Window framebuffer width in pixels
+* @param height Window framebuffer height in pixels
+* @param is_swapped if true, the bottom screen will be the left display
+* @return Newly created FramebufferLayout object with default screen regions initialized
+*/
+FramebufferLayout SideFrameLayout(unsigned width, unsigned height, bool is_swapped);
+
+/**
* Factory method for constructing a custom FramebufferLayout
* @param width Window framebuffer width in pixels
* @param height Window framebuffer height in pixels
diff --git a/src/core/frontend/input.h b/src/core/frontend/input.h
index 5916a901d..8c256beb5 100644
--- a/src/core/frontend/input.h
+++ b/src/core/frontend/input.h
@@ -126,4 +126,10 @@ using AnalogDevice = InputDevice<std::tuple<float, float>>;
*/
using MotionDevice = InputDevice<std::tuple<Math::Vec3<float>, Math::Vec3<float>>>;
+/**
+ * A touch device is an input device that returns a tuple of two floats and a bool. The floats are
+ * x and y coordinates in the range 0.0 - 1.0, and the bool indicates whether it is pressed.
+ */
+using TouchDevice = InputDevice<std::tuple<float, float, bool>>;
+
} // namespace Input