Add "Separate Windows" LayoutOption (#6177)

This commit is contained in:
Ameer J 2022-11-17 10:37:30 -05:00 committed by GitHub
parent 4f715b6718
commit f44c95d638
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GPG key ID: 4AEE18F83AFDEB23
24 changed files with 358 additions and 124 deletions

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@ -87,6 +87,7 @@
#include "core/savestate.h"
#include "core/settings.h"
#include "game_list_p.h"
#include "input_common/main.h"
#include "network/network_settings.h"
#include "ui_main.h"
#include "video_core/renderer_base.h"
@ -256,8 +257,11 @@ void GMainWindow::InitializeWidgets() {
#ifdef CITRA_ENABLE_COMPATIBILITY_REPORTING
ui->action_Report_Compatibility->setVisible(true);
#endif
render_window = new GRenderWindow(this, emu_thread.get());
render_window = new GRenderWindow(this, emu_thread.get(), false);
secondary_window = new GRenderWindow(this, emu_thread.get(), true);
render_window->hide();
secondary_window->hide();
secondary_window->setParent(nullptr);
game_list = new GameList(this);
ui->horizontalLayout->addWidget(game_list);
@ -277,6 +281,7 @@ void GMainWindow::InitializeWidgets() {
}
});
InputCommon::Init();
multiplayer_state = new MultiplayerState(this, game_list->GetModel(), ui->action_Leave_Room,
ui->action_Show_Room);
multiplayer_state->setVisible(false);
@ -327,6 +332,7 @@ void GMainWindow::InitializeWidgets() {
actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Single_Screen);
actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Large_Screen);
actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Side_by_Side);
actionGroup_ScreenLayouts->addAction(ui->action_Screen_Layout_Separate_Windows);
}
void GMainWindow::InitializeDebugWidgets() {
@ -516,6 +522,17 @@ void GMainWindow::InitializeHotkeys() {
&QShortcut::activated, ui->action_Fullscreen, &QAction::trigger);
connect(hotkey_registry.GetHotkey(main_window, fullscreen, render_window),
&QShortcut::activatedAmbiguously, ui->action_Fullscreen, &QAction::trigger);
// This action will fire specifically when secondary_window is in focus
QAction* secondary_fullscreen_action = new QAction(secondary_window);
// Use the same fullscreen hotkey as the main window
const auto fullscreen_hotkey = hotkey_registry.GetKeySequence(main_window, fullscreen);
secondary_fullscreen_action->setShortcut(fullscreen_hotkey);
connect(secondary_fullscreen_action, SIGNAL(triggered()), this,
SLOT(ToggleSecondaryFullscreen()));
secondary_window->addAction(secondary_fullscreen_action);
connect(hotkey_registry.GetHotkey(main_window, QStringLiteral("Exit Fullscreen"), this),
&QShortcut::activated, this, [&] {
if (emulation_running) {
@ -690,6 +707,10 @@ void GMainWindow::ConnectWidgetEvents() {
&GRenderWindow::OnEmulationStarting);
connect(this, &GMainWindow::EmulationStopping, render_window,
&GRenderWindow::OnEmulationStopping);
connect(this, &GMainWindow::EmulationStarting, secondary_window,
&GRenderWindow::OnEmulationStarting);
connect(this, &GMainWindow::EmulationStopping, secondary_window,
&GRenderWindow::OnEmulationStopping);
connect(&status_bar_update_timer, &QTimer::timeout, this, &GMainWindow::UpdateStatusBar);
@ -763,6 +784,8 @@ void GMainWindow::ConnectMenuEvents() {
&GMainWindow::ChangeScreenLayout);
connect(ui->action_Screen_Layout_Side_by_Side, &QAction::triggered, this,
&GMainWindow::ChangeScreenLayout);
connect(ui->action_Screen_Layout_Separate_Windows, &QAction::triggered, this,
&GMainWindow::ChangeScreenLayout);
connect(ui->action_Screen_Layout_Swap_Screens, &QAction::triggered, this,
&GMainWindow::OnSwapScreens);
connect(ui->action_Screen_Layout_Upright_Screens, &QAction::triggered, this,
@ -922,6 +945,7 @@ bool GMainWindow::LoadROM(const QString& filename) {
ShutdownGame();
render_window->InitRenderTarget();
secondary_window->InitRenderTarget();
Frontend::ScopeAcquireContext scope(*render_window);
@ -936,7 +960,8 @@ bool GMainWindow::LoadROM(const QString& filename) {
Core::System& system{Core::System::GetInstance()};
const Core::System::ResultStatus result{system.Load(*render_window, filename.toStdString())};
const Core::System::ResultStatus result{
system.Load(*render_window, filename.toStdString(), secondary_window)};
if (result != Core::System::ResultStatus::Success) {
switch (result) {
@ -1098,6 +1123,8 @@ void GMainWindow::BootGame(const QString& filename) {
connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
connect(render_window, &GRenderWindow::MouseActivity, this, &GMainWindow::OnMouseActivity);
connect(secondary_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
connect(secondary_window, &GRenderWindow::MouseActivity, this, &GMainWindow::OnMouseActivity);
// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views
// before the CPU continues
@ -1189,6 +1216,7 @@ void GMainWindow::ShutdownGame() {
// The emulation is stopped, so closing the window or not does not matter anymore
disconnect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
disconnect(secondary_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
// Update the GUI
ui->action_Start->setEnabled(false);
@ -1203,6 +1231,7 @@ void GMainWindow::ShutdownGame() {
ui->action_Advance_Frame->setEnabled(false);
ui->action_Capture_Screenshot->setEnabled(false);
render_window->hide();
secondary_window->hide();
loading_screen->hide();
loading_screen->Clear();
if (game_list->IsEmpty())
@ -1236,6 +1265,7 @@ void GMainWindow::ShutdownGame() {
// When closing the game, destroy the GLWindow to clear the context after the game is closed
render_window->ReleaseRenderTarget();
secondary_window->ReleaseRenderTarget();
}
void GMainWindow::StoreRecentFile(const QString& filename) {
@ -1636,6 +1666,7 @@ void GMainWindow::OnStopGame() {
void GMainWindow::OnLoadComplete() {
loading_screen->OnLoadComplete();
UpdateSecondaryWindowVisibility();
}
void GMainWindow::OnMenuReportCompatibility() {
@ -1660,6 +1691,17 @@ void GMainWindow::ToggleFullscreen() {
}
}
void GMainWindow::ToggleSecondaryFullscreen() {
if (!emulation_running) {
return;
}
if (secondary_window->isFullScreen()) {
secondary_window->showNormal();
} else {
secondary_window->showFullScreen();
}
}
void GMainWindow::ShowFullscreen() {
if (ui->action_Single_Window_Mode->isChecked()) {
UISettings::values.geometry = saveGeometry();
@ -1709,6 +1751,19 @@ void GMainWindow::ToggleWindowMode() {
}
}
void GMainWindow::UpdateSecondaryWindowVisibility() {
if (!emulation_running) {
return;
}
if (Settings::values.layout_option == Settings::LayoutOption::SeparateWindows) {
secondary_window->RestoreGeometry();
secondary_window->show();
} else {
secondary_window->BackupGeometry();
secondary_window->hide();
}
}
void GMainWindow::ChangeScreenLayout() {
Settings::LayoutOption new_layout = Settings::LayoutOption::Default;
@ -1720,35 +1775,38 @@ void GMainWindow::ChangeScreenLayout() {
new_layout = Settings::LayoutOption::LargeScreen;
} else if (ui->action_Screen_Layout_Side_by_Side->isChecked()) {
new_layout = Settings::LayoutOption::SideScreen;
} else if (ui->action_Screen_Layout_Separate_Windows->isChecked()) {
new_layout = Settings::LayoutOption::SeparateWindows;
}
Settings::values.layout_option = new_layout;
Settings::Apply();
UpdateSecondaryWindowVisibility();
}
void GMainWindow::ToggleScreenLayout() {
Settings::LayoutOption new_layout = Settings::LayoutOption::Default;
switch (Settings::values.layout_option) {
case Settings::LayoutOption::Default:
new_layout = Settings::LayoutOption::SingleScreen;
break;
case Settings::LayoutOption::SingleScreen:
new_layout = Settings::LayoutOption::LargeScreen;
break;
case Settings::LayoutOption::LargeScreen:
new_layout = Settings::LayoutOption::SideScreen;
break;
case Settings::LayoutOption::SideScreen:
new_layout = Settings::LayoutOption::Default;
break;
default:
LOG_ERROR(Frontend, "Unknown layout option {}", Settings::values.layout_option);
}
const Settings::LayoutOption new_layout = []() {
switch (Settings::values.layout_option) {
case Settings::LayoutOption::Default:
return Settings::LayoutOption::SingleScreen;
case Settings::LayoutOption::SingleScreen:
return Settings::LayoutOption::LargeScreen;
case Settings::LayoutOption::LargeScreen:
return Settings::LayoutOption::SideScreen;
case Settings::LayoutOption::SideScreen:
return Settings::LayoutOption::SeparateWindows;
case Settings::LayoutOption::SeparateWindows:
return Settings::LayoutOption::Default;
default:
LOG_ERROR(Frontend, "Unknown layout option {}", Settings::values.layout_option);
return Settings::LayoutOption::Default;
}
}();
Settings::values.layout_option = new_layout;
SyncMenuUISettings();
Settings::Apply();
UpdateSecondaryWindowVisibility();
}
void GMainWindow::OnSwapScreens() {
@ -1813,6 +1871,7 @@ void GMainWindow::OnConfigure() {
} else {
setMouseTracking(false);
}
UpdateSecondaryWindowVisibility();
} else {
Settings::values.input_profiles = old_input_profiles;
Settings::values.touch_from_button_maps = old_touch_from_button_maps;
@ -1991,7 +2050,9 @@ void GMainWindow::OnCaptureScreenshot() {
const QString timestamp =
QDateTime::currentDateTime().toString(QStringLiteral("dd.MM.yy_hh.mm.ss.z"));
path.append(QStringLiteral("/%1_%2.png").arg(filename, timestamp));
render_window->CaptureScreenshot(UISettings::values.screenshot_resolution_factor, path);
auto* const screenshot_window = secondary_window->HasFocus() ? secondary_window : render_window;
screenshot_window->CaptureScreenshot(UISettings::values.screenshot_resolution_factor, path);
OnStartGame();
}
@ -2227,7 +2288,9 @@ void GMainWindow::closeEvent(QCloseEvent* event) {
ShutdownGame();
render_window->close();
secondary_window->close();
multiplayer_state->Close();
InputCommon::Shutdown();
QWidget::closeEvent(event);
}
@ -2412,6 +2475,8 @@ void GMainWindow::SyncMenuUISettings() {
Settings::LayoutOption::LargeScreen);
ui->action_Screen_Layout_Side_by_Side->setChecked(Settings::values.layout_option ==
Settings::LayoutOption::SideScreen);
ui->action_Screen_Layout_Separate_Windows->setChecked(Settings::values.layout_option ==
Settings::LayoutOption::SeparateWindows);
ui->action_Screen_Layout_Swap_Screens->setChecked(Settings::values.swap_screen);
ui->action_Screen_Layout_Upright_Screens->setChecked(Settings::values.upright_screen);
}