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* devtools: shader editing and compiling * devtools: patch shader at runtime * devtools: shader editing load patch even with config disabled
93 lines
2 KiB
C++
93 lines
2 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <string>
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#include "common/types.h"
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struct SDL_Window;
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struct SDL_Gamepad;
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union SDL_Event;
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namespace Input {
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class GameController;
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}
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namespace Frontend {
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enum class WindowSystemType : u8 {
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Headless,
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Windows,
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X11,
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Wayland,
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Metal,
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};
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struct WindowSystemInfo {
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// Connection to a display server. This is used on X11 and Wayland platforms.
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void* display_connection = nullptr;
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// Render surface. This is a pointer to the native window handle, which depends
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// on the platform. e.g. HWND for Windows, Window for X11. If the surface is
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// set to nullptr, the video backend will run in headless mode.
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void* render_surface = nullptr;
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// Scale of the render surface. For hidpi systems, this will be >1.
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float render_surface_scale = 1.0f;
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// Window system type. Determines which GL context or Vulkan WSI is used.
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WindowSystemType type = WindowSystemType::Headless;
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};
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class WindowSDL {
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int keyboard_grab = 0;
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public:
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explicit WindowSDL(s32 width, s32 height, Input::GameController* controller,
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std::string_view window_title);
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~WindowSDL();
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s32 GetWidth() const {
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return width;
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}
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s32 GetHeight() const {
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return height;
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}
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bool IsOpen() const {
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return is_open;
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}
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[[nodiscard]] SDL_Window* GetSDLWindow() const {
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return window;
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}
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WindowSystemInfo GetWindowInfo() const {
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return window_info;
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}
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void WaitEvent();
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void InitTimers();
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void RequestKeyboard();
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void ReleaseKeyboard();
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private:
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void OnResize();
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void OnKeyPress(const SDL_Event* event);
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void OnGamepadEvent(const SDL_Event* event);
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private:
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s32 width;
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s32 height;
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Input::GameController* controller;
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WindowSystemInfo window_info{};
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SDL_Window* window{};
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bool is_shown{};
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bool is_open{true};
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};
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} // namespace Frontend
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