core: Move emu_window and key_map into core

* Removes circular dependences (common should not depend on core)
This commit is contained in:
MerryMage 2016-12-23 13:37:40 +00:00
parent 5e8ef00497
commit 64f98f4d0f
14 changed files with 16 additions and 16 deletions

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <cmath>
#include "common/assert.h"
#include "core/frontend/emu_window.h"
#include "core/frontend/key_map.h"
#include "video_core/video_core.h"
void EmuWindow::ButtonPressed(Service::HID::PadState pad) {
pad_state.hex |= pad.hex;
}
void EmuWindow::ButtonReleased(Service::HID::PadState pad) {
pad_state.hex &= ~pad.hex;
}
void EmuWindow::CirclePadUpdated(float x, float y) {
constexpr int MAX_CIRCLEPAD_POS = 0x9C; // Max value for a circle pad position
// Make sure the coordinates are in the unit circle,
// otherwise normalize it.
float r = x * x + y * y;
if (r > 1) {
r = std::sqrt(r);
x /= r;
y /= r;
}
circle_pad_x = static_cast<s16>(x * MAX_CIRCLEPAD_POS);
circle_pad_y = static_cast<s16>(y * MAX_CIRCLEPAD_POS);
}
/**
* 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
* @param framebuffer_x Framebuffer x-coordinate to check
* @param framebuffer_y Framebuffer y-coordinate to check
* @return True if the coordinates are within the touchpad, otherwise false
*/
static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x,
unsigned framebuffer_y) {
return (
framebuffer_y >= layout.bottom_screen.top && framebuffer_y < layout.bottom_screen.bottom &&
framebuffer_x >= layout.bottom_screen.left && framebuffer_x < layout.bottom_screen.right);
}
std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) {
new_x = std::max(new_x, framebuffer_layout.bottom_screen.left);
new_x = std::min(new_x, framebuffer_layout.bottom_screen.right - 1);
new_y = std::max(new_y, framebuffer_layout.bottom_screen.top);
new_y = std::min(new_y, framebuffer_layout.bottom_screen.bottom - 1);
return std::make_tuple(new_x, new_y);
}
void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
return;
touch_x = VideoCore::kScreenBottomWidth *
(framebuffer_x - framebuffer_layout.bottom_screen.left) /
(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
touch_y = VideoCore::kScreenBottomHeight *
(framebuffer_y - framebuffer_layout.bottom_screen.top) /
(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
touch_pressed = true;
pad_state.touch.Assign(1);
}
void EmuWindow::TouchReleased() {
touch_pressed = false;
touch_x = 0;
touch_y = 0;
pad_state.touch.Assign(0);
}
void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
if (!touch_pressed)
return;
if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
std::tie(framebuffer_x, framebuffer_y) = ClipToTouchScreen(framebuffer_x, framebuffer_y);
TouchPressed(framebuffer_x, framebuffer_y);
}
void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
Layout::FramebufferLayout layout;
switch (Settings::values.layout_option) {
case Settings::LayoutOption::SingleScreen:
layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen);
break;
case Settings::LayoutOption::LargeScreen:
layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen);
break;
case Settings::LayoutOption::Default:
default:
layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen);
break;
}
NotifyFramebufferLayoutChanged(layout);
}

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <tuple>
#include <utility>
#include "common/common_types.h"
#include "common/framebuffer_layout.h"
#include "common/math_util.h"
#include "core/hle/service/hid/hid.h"
/**
* Abstraction class used to provide an interface between emulation code and the frontend
* (e.g. SDL, QGLWidget, GLFW, etc...).
*
* Design notes on the interaction between EmuWindow and the emulation core:
* - Generally, decisions on anything visible to the user should be left up to the GUI.
* For example, the emulation core should not try to dictate some window title or size.
* This stuff is not the core's business and only causes problems with regards to thread-safety
* anyway.
* - Under certain circumstances, it may be desirable for the core to politely request the GUI
* to set e.g. a minimum window size. However, the GUI should always be free to ignore any
* such hints.
* - EmuWindow may expose some of its state as read-only to the emulation core, however care
* should be taken to make sure the provided information is self-consistent. This requires
* some sort of synchronization (most of this is still a TODO).
* - DO NOT TREAT THIS CLASS AS A GUI TOOLKIT ABSTRACTION LAYER. That's not what it is. Please
* re-read the upper points again and think about it if you don't see this.
*/
class EmuWindow {
public:
/// Data structure to store emuwindow configuration
struct WindowConfig {
bool fullscreen;
int res_width;
int res_height;
std::pair<unsigned, unsigned> min_client_area_size;
};
/// Swap buffers to display the next frame
virtual void SwapBuffers() = 0;
/// Polls window events
virtual void PollEvents() = 0;
/// Makes the graphics context current for the caller thread
virtual void MakeCurrent() = 0;
/// Releases (dunno if this is the "right" word) the GLFW context from the caller thread
virtual void DoneCurrent() = 0;
virtual void ReloadSetKeymaps() = 0;
/**
* Signals a button press action to the HID module.
* @param pad_state indicates which button to press
* @note only handles real buttons (A/B/X/Y/...), excluding analog inputs like the circle pad.
*/
void ButtonPressed(Service::HID::PadState pad_state);
/**
* Signals a button release action to the HID module.
* @param pad_state indicates which button to press
* @note only handles real buttons (A/B/X/Y/...), excluding analog inputs like the circle pad.
*/
void ButtonReleased(Service::HID::PadState pad_state);
/**
* Signals a circle pad change action to the HID module.
* @param x new x-coordinate of the circle pad, in the range [-1.0, 1.0]
* @param y new y-coordinate of the circle pad, in the range [-1.0, 1.0]
* @note the coordinates will be normalized if the radius is larger than 1
*/
void CirclePadUpdated(float x, float y);
/**
* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
* @param framebuffer_x Framebuffer x-coordinate that was pressed
* @param framebuffer_y Framebuffer y-coordinate that was pressed
*/
void TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y);
/// Signal that a touch released event has occurred (e.g. mouse click released)
void TouchReleased();
/**
* Signal that a touch movement event has occurred (e.g. mouse was moved over the emu window)
* @param framebuffer_x Framebuffer x-coordinate
* @param framebuffer_y Framebuffer y-coordinate
*/
void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
/**
* Gets the current pad state (which buttons are pressed).
* @note This should be called by the core emu thread to get a state set by the window thread.
* @note This doesn't include analog input like circle pad direction
* @todo Fix this function to be thread-safe.
* @return PadState object indicating the current pad state
*/
Service::HID::PadState GetPadState() const {
return pad_state;
}
/**
* Gets the current circle pad state.
* @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), where `x` and `y` are the circle pad coordinates
*/
std::tuple<s16, s16> GetCirclePadState() const {
return std::make_tuple(circle_pad_x, circle_pad_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);
}
/**
* Gets the current accelerometer state (acceleration along each three axis).
* Axis explained:
* +x is the same direction as LEFT on D-pad.
* +y is normal to the touch screen, pointing outward.
* +z is the same direction as UP on D-pad.
* Units:
* 1 unit of return value = 1/512 g (measured by hw test),
* where g is the gravitational acceleration (9.8 m/sec2).
* @note This should be called by the core emu thread to get a state set by the window thread.
* @todo Implement accelerometer input in front-end.
* @return std::tuple of (x, y, z)
*/
std::tuple<s16, s16, s16> GetAccelerometerState() const {
// stubbed
return std::make_tuple(0, -512, 0);
}
/**
* Gets the current gyroscope state (angular rates about each three axis).
* Axis explained:
* +x is the same direction as LEFT on D-pad.
* +y is normal to the touch screen, pointing outward.
* +z is the same direction as UP on D-pad.
* Orientation is determined by right-hand rule.
* Units:
* 1 unit of return value = (1/coef) deg/sec,
* where coef is the return value of GetGyroscopeRawToDpsCoefficient().
* @note This should be called by the core emu thread to get a state set by the window thread.
* @todo Implement gyroscope input in front-end.
* @return std::tuple of (x, y, z)
*/
std::tuple<s16, s16, s16> GetGyroscopeState() const {
// stubbed
return std::make_tuple(0, 0, 0);
}
/**
* Gets the coefficient for units conversion of gyroscope state.
* The conversion formula is r = coefficient * v,
* where v is angular rate in deg/sec,
* and r is the gyroscope state.
* @return float-type coefficient
*/
f32 GetGyroscopeRawToDpsCoefficient() const {
return 14.375f; // taken from hw test, and gyroscope's document
}
/**
* Returns currently active configuration.
* @note Accesses to the returned object need not be consistent because it may be modified in
* another thread
*/
const WindowConfig& GetActiveConfig() const {
return active_config;
}
/**
* Requests the internal configuration to be replaced by the specified argument at some point in
* the future.
* @note This method is thread-safe, because it delays configuration changes to the GUI event
* loop. Hence there is no guarantee on when the requested configuration will be active.
*/
void SetConfig(const WindowConfig& val) {
config = val;
}
/**
* Gets the framebuffer layout (width, height, and screen regions)
* @note This method is thread-safe
*/
const Layout::FramebufferLayout& GetFramebufferLayout() const {
return framebuffer_layout;
}
/**
* Convenience method to update the current frame layout
* Read from the current settings to determine which layout to use.
*/
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;
pad_state.hex = 0;
touch_x = 0;
touch_y = 0;
circle_pad_x = 0;
circle_pad_y = 0;
touch_pressed = false;
}
virtual ~EmuWindow() {}
/**
* Processes any pending configuration changes from the last SetConfig call.
* This method invokes OnMinimalClientAreaChangeRequest if the corresponding configuration
* field changed.
* @note Implementations will usually want to call this from the GUI thread.
* @todo Actually call this in existing implementations.
*/
void ProcessConfigurationChanges() {
// TODO: For proper thread safety, we should eventually implement a proper
// multiple-writer/single-reader queue...
if (config.min_client_area_size != active_config.min_client_area_size) {
OnMinimalClientAreaChangeRequest(config.min_client_area_size);
config.min_client_area_size = active_config.min_client_area_size;
}
}
/**
* Update framebuffer layout with the given parameter.
* @note EmuWindow implementations will usually use this in window resize event handlers.
*/
void NotifyFramebufferLayoutChanged(const Layout::FramebufferLayout& layout) {
framebuffer_layout = layout;
}
/**
* Update internal client area size with the given parameter.
* @note EmuWindow implementations will usually use this in window resize event handlers.
*/
void NotifyClientAreaSizeChanged(const std::pair<unsigned, unsigned>& size) {
client_area_width = size.first;
client_area_height = size.second;
}
private:
/**
* Handler called when the minimal client area was requested to be changed via SetConfig.
* For the request to be honored, EmuWindow implementations will usually reimplement this
* function.
*/
virtual void OnMinimalClientAreaChangeRequest(
const std::pair<unsigned, unsigned>& minimal_size) {
// By default, ignore this request and do nothing.
}
Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
unsigned client_area_width; ///< Current client width, should be set by window impl.
unsigned client_area_height; ///< Current client height, should be set by window impl.
WindowConfig config; ///< Internal configuration (changes pending for being applied in
/// 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)
s16 circle_pad_x; ///< Circle pad X-position in native 3DS pixel coordinates (-156 - 156)
s16 circle_pad_y; ///< Circle pad Y-position in native 3DS pixel coordinates (-156 - 156)
/**
* Clip the provided coordinates to be inside the touchscreen area.
*/
std::tuple<unsigned, unsigned> ClipToTouchScreen(unsigned new_x, unsigned new_y);
Service::HID::PadState pad_state;
};

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <map>
#include "core/frontend/emu_window.h"
#include "core/frontend/key_map.h"
namespace KeyMap {
// TODO (wwylele): currently we treat c-stick as four direction buttons
// and map it directly to EmuWindow::ButtonPressed.
// It should go the analog input way like circle pad does.
const std::array<KeyTarget, Settings::NativeInput::NUM_INPUTS> mapping_targets = {{
Service::HID::PAD_A,
Service::HID::PAD_B,
Service::HID::PAD_X,
Service::HID::PAD_Y,
Service::HID::PAD_L,
Service::HID::PAD_R,
Service::HID::PAD_ZL,
Service::HID::PAD_ZR,
Service::HID::PAD_START,
Service::HID::PAD_SELECT,
Service::HID::PAD_NONE,
Service::HID::PAD_UP,
Service::HID::PAD_DOWN,
Service::HID::PAD_LEFT,
Service::HID::PAD_RIGHT,
Service::HID::PAD_C_UP,
Service::HID::PAD_C_DOWN,
Service::HID::PAD_C_LEFT,
Service::HID::PAD_C_RIGHT,
IndirectTarget::CirclePadUp,
IndirectTarget::CirclePadDown,
IndirectTarget::CirclePadLeft,
IndirectTarget::CirclePadRight,
IndirectTarget::CirclePadModifier,
}};
static std::map<HostDeviceKey, KeyTarget> key_map;
static int next_device_id = 0;
static bool circle_pad_up = false;
static bool circle_pad_down = false;
static bool circle_pad_left = false;
static bool circle_pad_right = false;
static bool circle_pad_modifier = false;
static void UpdateCirclePad(EmuWindow& emu_window) {
constexpr float SQRT_HALF = 0.707106781f;
int x = 0, y = 0;
if (circle_pad_right)
++x;
if (circle_pad_left)
--x;
if (circle_pad_up)
++y;
if (circle_pad_down)
--y;
float modifier = circle_pad_modifier ? Settings::values.pad_circle_modifier_scale : 1.0f;
emu_window.CirclePadUpdated(x * modifier * (y == 0 ? 1.0f : SQRT_HALF),
y * modifier * (x == 0 ? 1.0f : SQRT_HALF));
}
int NewDeviceId() {
return next_device_id++;
}
void SetKeyMapping(HostDeviceKey key, KeyTarget target) {
key_map[key] = target;
}
void ClearKeyMapping(int device_id) {
auto iter = key_map.begin();
while (iter != key_map.end()) {
if (iter->first.device_id == device_id)
key_map.erase(iter++);
else
++iter;
}
}
void PressKey(EmuWindow& emu_window, HostDeviceKey key) {
auto target = key_map.find(key);
if (target == key_map.end())
return;
if (target->second.direct) {
emu_window.ButtonPressed({{target->second.target.direct_target_hex}});
} else {
switch (target->second.target.indirect_target) {
case IndirectTarget::CirclePadUp:
circle_pad_up = true;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CirclePadDown:
circle_pad_down = true;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CirclePadLeft:
circle_pad_left = true;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CirclePadRight:
circle_pad_right = true;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CirclePadModifier:
circle_pad_modifier = true;
UpdateCirclePad(emu_window);
break;
}
}
}
void ReleaseKey(EmuWindow& emu_window, HostDeviceKey key) {
auto target = key_map.find(key);
if (target == key_map.end())
return;
if (target->second.direct) {
emu_window.ButtonReleased({{target->second.target.direct_target_hex}});
} else {
switch (target->second.target.indirect_target) {
case IndirectTarget::CirclePadUp:
circle_pad_up = false;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CirclePadDown:
circle_pad_down = false;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CirclePadLeft:
circle_pad_left = false;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CirclePadRight:
circle_pad_right = false;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CirclePadModifier:
circle_pad_modifier = false;
UpdateCirclePad(emu_window);
break;
}
}
}
}

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <tuple>
#include "core/hle/service/hid/hid.h"
class EmuWindow;
namespace KeyMap {
/**
* Represents key mapping targets that are not real 3DS buttons.
* They will be handled by KeyMap and translated to 3DS input.
*/
enum class IndirectTarget {
CirclePadUp,
CirclePadDown,
CirclePadLeft,
CirclePadRight,
CirclePadModifier,
};
/**
* Represents a key mapping target. It can be a PadState that represents real 3DS buttons,
* or an IndirectTarget.
*/
struct KeyTarget {
bool direct;
union {
u32 direct_target_hex;
IndirectTarget indirect_target;
} target;
KeyTarget() : direct(true) {
target.direct_target_hex = 0;
}
KeyTarget(Service::HID::PadState pad) : direct(true) {
target.direct_target_hex = pad.hex;
}
KeyTarget(IndirectTarget i) : direct(false) {
target.indirect_target = i;
}
};
/**
* Represents a key for a specific host device.
*/
struct HostDeviceKey {
int key_code;
int device_id; ///< Uniquely identifies a host device
bool operator<(const HostDeviceKey& other) const {
return std::tie(key_code, device_id) < std::tie(other.key_code, other.device_id);
}
bool operator==(const HostDeviceKey& other) const {
return std::tie(key_code, device_id) == std::tie(other.key_code, other.device_id);
}
};
extern const std::array<KeyTarget, Settings::NativeInput::NUM_INPUTS> mapping_targets;
/**
* Generates a new device id, which uniquely identifies a host device within KeyMap.
*/
int NewDeviceId();
/**
* Maps a device-specific key to a target (a PadState or an IndirectTarget).
*/
void SetKeyMapping(HostDeviceKey key, KeyTarget target);
/**
* Clears all key mappings belonging to one device.
*/
void ClearKeyMapping(int device_id);
/**
* Maps a key press action and call the corresponding function in EmuWindow
*/
void PressKey(EmuWindow& emu_window, HostDeviceKey key);
/**
* Maps a key release action and call the corresponding function in EmuWindow
*/
void ReleaseKey(EmuWindow& emu_window, HostDeviceKey key);
}