mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2025-04-28 13:27:58 +03:00

* Initial Linux attempt. * Add clang toolchain & make tools compile. * vcpkg as submodule. * First implementation of IO rewrite. (#31) * Fix directory iteration resolving symlinks. * Refactor kernel objects to be lock-free. * Implement guest critical sections using std::atomic. * Make D3D12 support optional. (#33) * Make D3D12 support optional. * Update ShaderRecomp, fix macros. * Replace QueryPerformanceCounter. (#35) * Add Linux home path for GetUserPath(). (#36) * Cross-platform Sleep. (#37) * Add mmap implementations for virtual allocation. (#38) * Cross-platform TLS. (#34) * Cross-platform TLS. * Fix front() to back(), use Mutex. * Fix global variable namings. --------- Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com> * Unicode support. (#39) * Replace CreateDirectoryA with Unicode version. * Cross platform thread implementation. (#41) * Cross-platform thread implementation. * Put set thread name calls behind a Win32 macro. * Cross-platform semaphore implementation. (#43) * xam: use SDL for keyboard input * Cross-platform atomic operations. (#44) * Cross-platform spin lock implementation. * Cross-platform reference counting. * Cross-platform event implementation. (#47) * Compiling and running on Linux. (#49) * Current work trying to get it to compile. * Update vcpkg.json baseline. * vcpkg, memory mapped file. * Bitscan forward. * Fix localtime_s. * FPS patches high res clock. * Rename Window to GameWindow. Fix guest pointers. * GetCurrentThreadID gone. * Code cache pointers, RenderWindow type. * Add Linux stubs. * Refactor Config. * Fix paths. * Add linux-release config. * FS fixes. * Fix Windows compilation errors & unicode converter crash. * Rename physical memory allocation functions to not clash with X11. * Fix NULL character being added on RtlMultiByteToUnicodeN. * Use std::exit. * Add protection to memory on Linux. * Convert majority of dependencies to submodules. (#48) * Convert majority of dependencies to submodules. * Don't compile header-only libraries. * Fix a few incorrect data types. * Fix config directory. * Unicode fixes & sizeof asserts. * Change the exit function to not call static destructors. * Fix files picker. * Add RelWithDebInfo preset for Linux. * Implement OS Restart on Linux. (#50) --------- Co-authored-by: Dario <dariosamo@gmail.com> * Update PowerRecomp. * Add Env Var detection for VCPKG_ROOT, add DLC detection. * Use error code version on DLC directory iterator. * Set D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED flag. * Linux flatpak. (#51) * Add flatpak support. * Add game install directory override for flatpak. * Flatpak'ing. * Flatpak it some more. * We flat it, we pak it. * Flatpak'd. * The Marvelous Misadventures of Flatpak. * Attempt to change logic of NFD and show error. * Flattenpakken. * Use game install directory instead of current path. * Attempt to fix line endings. * Update io.github.hedge_dev.unleashedrecomp.json * Fix system time query implementation. * Add Present Wait to Vulkan to improve frame pacing and reduce latency. (#53) * Add present wait support to Vulkan. * Default to triple buffering if presentWait is supported. * Bracey fellas. * Update paths.h * SDL2 audio (again). (#52) * Implement SDL2 audio (again). * Call timeBeginPeriod/timeEndPeriod. * Replace miniaudio with SDL mixer. * Queue audio samples in a separate thread. * Enable CMake option override policy & fix compilation error. * Fix compilation error on Linux. * Fix but also trim shared strings. * Wayland support. (#55) * Make channel index a global variable in embedded player. * Fix SDL Audio selection for OGG on Flatpak. * Minor installer wizard fixes. * Fix compilation error. * Yield in model consumer and pipeline compiler threads. * Special case Sleep(0) to yield on Linux. * Add App Id hint. * Correct implementation for auto reset events. (#57) --------- Co-authored-by: Dario <dariosamo@gmail.com> Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
236 lines
6.6 KiB
C++
236 lines
6.6 KiB
C++
#include "game_window.h"
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#include "sdl_listener.h"
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#include <user/config.h>
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#include <SDL_syswm.h>
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#include <app.h>
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#include <gpu/video.h>
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bool m_isFullscreenKeyReleased = true;
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bool m_isResizing = false;
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int Window_OnSDLEvent(void*, SDL_Event* event)
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{
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if (ImGui::GetIO().BackendPlatformUserData != nullptr)
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ImGui_ImplSDL2_ProcessEvent(event);
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for (auto listener : GetEventListeners())
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listener->OnSDLEvent(event);
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switch (event->type)
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{
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case SDL_QUIT:
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App::Exit();
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break;
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case SDL_KEYDOWN:
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{
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switch (event->key.keysym.sym)
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{
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// Toggle fullscreen on ALT+ENTER.
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case SDLK_RETURN:
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{
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if (!(event->key.keysym.mod & KMOD_ALT) || !m_isFullscreenKeyReleased)
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break;
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Config::Fullscreen = GameWindow::SetFullscreen(!GameWindow::IsFullscreen());
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if (Config::Fullscreen)
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{
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Config::Monitor = GameWindow::GetDisplay();
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}
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else
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{
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Config::WindowState = GameWindow::SetMaximised(Config::WindowState == EWindowState::Maximised);
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}
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// Block holding ALT+ENTER spamming window changes.
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m_isFullscreenKeyReleased = false;
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break;
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}
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// Restore original window dimensions on F2.
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case SDLK_F2:
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Config::Fullscreen = GameWindow::SetFullscreen(false);
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GameWindow::ResetDimensions();
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break;
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// Recentre window on F3.
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case SDLK_F3:
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{
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if (GameWindow::IsFullscreen())
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break;
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GameWindow::SetDimensions(GameWindow::s_width, GameWindow::s_height);
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break;
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}
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}
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break;
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}
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case SDL_KEYUP:
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{
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switch (event->key.keysym.sym)
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{
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// Allow user to input ALT+ENTER again.
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case SDLK_RETURN:
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m_isFullscreenKeyReleased = true;
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break;
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}
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}
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case SDL_WINDOWEVENT:
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{
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switch (event->window.event)
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{
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case SDL_WINDOWEVENT_FOCUS_LOST:
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GameWindow::s_isFocused = false;
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SDL_ShowCursor(SDL_ENABLE);
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break;
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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{
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GameWindow::s_isFocused = true;
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if (GameWindow::IsFullscreen())
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SDL_ShowCursor(GameWindow::s_isFullscreenCursorVisible ? SDL_ENABLE : SDL_DISABLE);
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break;
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}
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case SDL_WINDOWEVENT_RESTORED:
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Config::WindowState = EWindowState::Normal;
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break;
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case SDL_WINDOWEVENT_MAXIMIZED:
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Config::WindowState = EWindowState::Maximised;
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break;
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case SDL_WINDOWEVENT_RESIZED:
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m_isResizing = true;
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GameWindow::s_width = event->window.data1;
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GameWindow::s_height = event->window.data2;
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GameWindow::SetTitle(fmt::format("{} - [{}x{}]", GameWindow::GetTitle(), GameWindow::s_width, GameWindow::s_height).c_str());
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break;
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case SDL_WINDOWEVENT_MOVED:
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GameWindow::s_x = event->window.data1;
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GameWindow::s_y = event->window.data2;
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break;
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}
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break;
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}
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case SDL_USER_EVILSONIC:
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GameWindow::s_isIconNight = event->user.code;
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GameWindow::SetIcon(GameWindow::s_isIconNight);
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break;
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}
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if (!GameWindow::IsFullscreen())
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{
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if (event->type == SDL_CONTROLLERBUTTONDOWN || event->type == SDL_CONTROLLERBUTTONUP || event->type == SDL_CONTROLLERAXISMOTION)
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{
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// Hide mouse cursor when controller input is detected.
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SDL_ShowCursor(SDL_DISABLE);
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}
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else if (event->type == SDL_MOUSEMOTION)
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{
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// Restore mouse cursor when mouse input is detected.
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SDL_ShowCursor(SDL_ENABLE);
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}
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}
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return 0;
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}
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void GameWindow::Init(bool sdlVideoDefault)
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{
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#ifdef __linux__
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SDL_SetHint("SDL_APP_ID", "io.github.hedge_dev.unleashedrecomp");
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if (!sdlVideoDefault)
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{
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int videoRes = SDL_VideoInit("wayland");
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if (videoRes != 0)
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sdlVideoDefault = true;
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}
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#else
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sdlVideoDefault = true;
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#endif
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if (sdlVideoDefault)
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SDL_VideoInit(nullptr);
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const char* videoDriverName = SDL_GetCurrentVideoDriver();
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if (videoDriverName != nullptr)
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fmt::println("SDL Video Driver: {}", videoDriverName);
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SDL_EventState(SDL_SYSWMEVENT, SDL_ENABLE);
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SDL_AddEventWatch(Window_OnSDLEvent, s_pWindow);
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#ifdef _WIN32
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SetProcessDPIAware();
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#endif
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s_x = Config::WindowX;
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s_y = Config::WindowY;
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s_width = Config::WindowWidth;
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s_height = Config::WindowHeight;
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if (s_x == -1 && s_y == -1)
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s_x = s_y = SDL_WINDOWPOS_CENTERED;
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if (!IsPositionValid())
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GameWindow::ResetDimensions();
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s_pWindow = SDL_CreateWindow("SWA", s_x, s_y, s_width, s_height, GetWindowFlags());
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if (IsFullscreen())
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SDL_ShowCursor(SDL_DISABLE);
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SetDisplay(Config::Monitor);
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SetIcon();
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SetTitle();
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SDL_SetWindowMinimumSize(s_pWindow, 640, 480);
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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SDL_GetWindowWMInfo(s_pWindow, &info);
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#if defined(_WIN32)
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s_renderWindow = info.info.win.window;
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SetDarkTitleBar(true);
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#elif defined(SDL_VULKAN_ENABLED)
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s_renderWindow = s_pWindow;
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#elif defined(__linux__)
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s_renderWindow = { info.info.x11.display, info.info.x11.window };
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#else
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static_assert(false, "Unknown platform.");
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#endif
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SDL_ShowWindow(s_pWindow);
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}
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void GameWindow::Update()
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{
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if (!GameWindow::IsFullscreen() && !GameWindow::IsMaximised() && !s_isChangingDisplay)
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{
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Config::WindowX = GameWindow::s_x;
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Config::WindowY = GameWindow::s_y;
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Config::WindowWidth = GameWindow::s_width;
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Config::WindowHeight = GameWindow::s_height;
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}
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if (m_isResizing)
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{
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SetTitle();
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m_isResizing = false;
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}
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if (g_needsResize)
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s_isChangingDisplay = false;
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}
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