mirror of
https://github.com/hrydgard/ppsspp.git
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051a84e9bd
We need to keep the push and pull in step, so changing at runtime is messy.
192 lines
3.5 KiB
C++
192 lines
3.5 KiB
C++
#ifndef QTMAIN_H
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#define QTMAIN_H
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#include <QTouchEvent>
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#include <QMouseEvent>
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#include <QInputDialog>
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#include "gfx_es2/glsl_program.h"
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#include <QGLWidget>
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#ifndef SDL
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#include <QAudioOutput>
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#include <QAudioFormat>
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#endif
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#if defined(MOBILE_DEVICE)
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#include <QAccelerometer>
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#if QT_VERSION < QT_VERSION_CHECK(5, 0, 0)
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QTM_USE_NAMESPACE
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#endif
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#endif
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#include <cassert>
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#include <atomic>
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#include <thread>
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#include "base/display.h"
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#include "base/logging.h"
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#include "base/timeutil.h"
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#include "file/zip_read.h"
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#include "gfx/gl_common.h"
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#include "gfx_es2/gpu_features.h"
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#include "input/input_state.h"
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#include "input/keycodes.h"
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#include "thin3d/thin3d.h"
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#include "base/NativeApp.h"
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#include "net/resolve.h"
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#include "NKCodeFromQt.h"
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#include "Common/GraphicsContext.h"
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#include "Core/Core.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/System.h"
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#include "thin3d/thin3d_create.h"
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#include "thin3d/GLRenderManager.h"
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// Input
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void SimulateGamepad();
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class QtGLGraphicsContext : public GraphicsContext {
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public:
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QtGLGraphicsContext() {
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CheckGLExtensions();
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draw_ = Draw::T3DCreateGLContext();
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SetGPUBackend(GPUBackend::OPENGL);
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renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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renderManager_->SetInflightFrames(g_Config.iInflightFrames);
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bool success = draw_->CreatePresets();
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_assert_msg_(G3D, success, "Failed to compile preset shaders");
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}
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~QtGLGraphicsContext() {
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delete draw_;
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draw_ = nullptr;
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renderManager_ = nullptr;
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}
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void Shutdown() override {}
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void SwapInterval(int interval) override {}
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void SwapBuffers() override {}
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void Resize() override {}
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Draw::DrawContext *GetDrawContext() override {
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return draw_;
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}
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void ThreadStart() override {
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renderManager_->ThreadStart(draw_);
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}
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bool ThreadFrame() override {
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return renderManager_->ThreadFrame();
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}
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void ThreadEnd() override {
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renderManager_->ThreadEnd();
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}
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void StopThread() override {
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renderManager_->WaitUntilQueueIdle();
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renderManager_->StopThread();
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}
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private:
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Draw::DrawContext *draw_ = nullptr;
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GLRenderManager *renderManager_ = nullptr;
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};
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enum class EmuThreadState {
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DISABLED,
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START_REQUESTED,
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RUNNING,
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QUIT_REQUESTED,
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STOPPED,
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};
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// GUI, thread manager
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class MainUI : public QGLWidget
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{
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Q_OBJECT
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public:
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explicit MainUI(QWidget *parent = 0);
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~MainUI();
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void resizeGL(int w, int h);
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public slots:
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QString InputBoxGetQString(QString title, QString defaultValue);
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signals:
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void doubleClick();
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void newFrame();
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protected:
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void timerEvent(QTimerEvent *);
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void changeEvent(QEvent *e);
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bool event(QEvent *e);
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void initializeGL();
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void paintGL();
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void updateAccelerometer();
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void EmuThreadFunc();
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void EmuThreadStart();
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void EmuThreadStop();
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void EmuThreadJoin();
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private:
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QtGLGraphicsContext *graphicsContext;
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float xscale, yscale;
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#if defined(MOBILE_DEVICE)
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QAccelerometer* acc;
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#endif
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std::thread emuThread;
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std::atomic<int> emuThreadState;
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};
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class QTCamera : public QObject {
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Q_OBJECT
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public:
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QTCamera() {}
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~QTCamera() {};
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signals:
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void onStartCamera(int width, int height);
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void onStopCamera();
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public slots:
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void startCamera(int width, int height);
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void stopCamera();
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};
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extern MainUI* emugl;
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#ifndef SDL
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// Audio
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class MainAudio : public QObject {
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Q_OBJECT
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public:
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MainAudio() {}
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~MainAudio();
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public slots:
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void run();
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protected:
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void timerEvent(QTimerEvent *);
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private:
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QIODevice* feed;
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QAudioOutput* output;
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int mixlen;
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char* mixbuf;
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int timer;
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};
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#endif //SDL
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#endif
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