dolphin/Source/Core/DolphinQt/RenderWidget.cpp
JosJuice 962230f91e Core: Store current state in less places
Core::GetState reads from four different pieces of state: s_is_stopping,
s_hardware_initialized, s_is_booting, and CPUManager::IsStepping.
I'm keeping that last one as is for now because there's code in Dolphin
that sets it directly, but we can unify the other three to make things
easier to reason about.

This commit also gets rid of s_is_started. This was previously used in
Core::IsRunningAndStarted to ensure true wouldn't be returned until the
CPU thread was started, but it wasn't used in Core::GetState, so
Core::GetState would happily return State::Running after we had
initialized the hardware but before we had initialized the CPU thread.
As far as I know, there are no callers that have any real need to know
whether the boot process is currently initializing the hardware or the
CPU thread. Perhaps once upon a time there was a desire to make the
apploader debuggable, but a long time has passed without anyone stepping
up to implement it, and the way CBoot::RunApploader is implemented makes
it rather difficult. So this commit makes all the functions in Core.cpp
consider the core to still be starting until the CPU thread is started.
2024-06-21 20:46:44 +02:00

586 lines
18 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "DolphinQt/RenderWidget.h"
#include <array>
#include <QApplication>
#include <QDragEnterEvent>
#include <QDropEvent>
#include <QFileInfo>
#include <QGuiApplication>
#include <QIcon>
#include <QKeyEvent>
#include <QMimeData>
#include <QMouseEvent>
#include <QPalette>
#include <QScreen>
#include <QTimer>
#include <QWindow>
#include "Core/Config/MainSettings.h"
#include "Core/Core.h"
#include "Core/State.h"
#include "Core/System.h"
#include "DolphinQt/Host.h"
#include "DolphinQt/QtUtils/ModalMessageBox.h"
#include "DolphinQt/Resources.h"
#include "DolphinQt/Settings.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "VideoCommon/OnScreenUI.h"
#include "VideoCommon/Present.h"
#include "VideoCommon/VideoConfig.h"
#ifdef _WIN32
#include <Windows.h>
#include <dwmapi.h>
#endif
RenderWidget::RenderWidget(QWidget* parent) : QWidget(parent)
{
setWindowTitle(QStringLiteral("Dolphin"));
setWindowIcon(Resources::GetAppIcon());
setWindowRole(QStringLiteral("renderer"));
setAcceptDrops(true);
QPalette p;
p.setColor(QPalette::Window, Qt::black);
setPalette(p);
connect(Host::GetInstance(), &Host::RequestTitle, this, &RenderWidget::setWindowTitle);
connect(Host::GetInstance(), &Host::RequestRenderSize, this, [this](int w, int h) {
if (!Config::Get(Config::MAIN_RENDER_WINDOW_AUTOSIZE) || isFullScreen() || isMaximized())
return;
const auto dpr = window()->windowHandle()->screen()->devicePixelRatio();
resize(w / dpr, h / dpr);
});
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [this](Core::State state) {
if (state == Core::State::Running)
SetPresenterKeyMap();
});
// We have to use Qt::DirectConnection here because we don't want those signals to get queued
// (which results in them not getting called)
connect(this, &RenderWidget::StateChanged, Host::GetInstance(), &Host::SetRenderFullscreen,
Qt::DirectConnection);
connect(this, &RenderWidget::HandleChanged, this, &RenderWidget::OnHandleChanged,
Qt::DirectConnection);
connect(this, &RenderWidget::SizeChanged, Host::GetInstance(), &Host::ResizeSurface,
Qt::DirectConnection);
connect(this, &RenderWidget::FocusChanged, Host::GetInstance(), &Host::SetRenderFocus,
Qt::DirectConnection);
m_mouse_timer = new QTimer(this);
connect(m_mouse_timer, &QTimer::timeout, this, &RenderWidget::HandleCursorTimer);
m_mouse_timer->setSingleShot(true);
setMouseTracking(true);
connect(&Settings::Instance(), &Settings::CursorVisibilityChanged, this,
&RenderWidget::OnHideCursorChanged);
connect(&Settings::Instance(), &Settings::LockCursorChanged, this,
&RenderWidget::OnLockCursorChanged);
OnHideCursorChanged();
OnLockCursorChanged();
connect(&Settings::Instance(), &Settings::KeepWindowOnTopChanged, this,
&RenderWidget::OnKeepOnTopChanged);
OnKeepOnTopChanged(Settings::Instance().IsKeepWindowOnTopEnabled());
m_mouse_timer->start(MOUSE_HIDE_DELAY);
// We need a native window to render into.
setAttribute(Qt::WA_NativeWindow);
setAttribute(Qt::WA_PaintOnScreen);
}
QPaintEngine* RenderWidget::paintEngine() const
{
return nullptr;
}
void RenderWidget::dragEnterEvent(QDragEnterEvent* event)
{
if (event->mimeData()->hasUrls() && event->mimeData()->urls().size() == 1)
event->acceptProposedAction();
}
void RenderWidget::dropEvent(QDropEvent* event)
{
const auto& urls = event->mimeData()->urls();
if (urls.empty())
return;
const auto& url = urls[0];
QFileInfo file_info(url.toLocalFile());
auto path = file_info.filePath();
if (!file_info.exists() || !file_info.isReadable())
{
ModalMessageBox::critical(this, tr("Error"), tr("Failed to open '%1'").arg(path));
return;
}
if (!file_info.isFile())
{
return;
}
State::LoadAs(Core::System::GetInstance(), path.toStdString());
}
void RenderWidget::OnHandleChanged(void* handle)
{
if (handle)
{
#ifdef _WIN32
// Remove rounded corners from the render window on Windows 11
const DWM_WINDOW_CORNER_PREFERENCE corner_preference = DWMWCP_DONOTROUND;
DwmSetWindowAttribute(reinterpret_cast<HWND>(handle), DWMWA_WINDOW_CORNER_PREFERENCE,
&corner_preference, sizeof(corner_preference));
#endif
}
Host::GetInstance()->SetRenderHandle(handle);
}
void RenderWidget::OnHideCursorChanged()
{
UpdateCursor();
}
void RenderWidget::OnLockCursorChanged()
{
SetCursorLocked(false);
UpdateCursor();
}
// Calling this at any time will set the cursor (image) to the correct state
void RenderWidget::UpdateCursor()
{
if (!Settings::Instance().GetLockCursor())
{
// Only hide if the cursor is automatically locking (it will hide on lock).
// "Unhide" the cursor if we lost focus, otherwise it will disappear when hovering
// on top of the game window in the background
const bool keep_on_top = (windowFlags() & Qt::WindowStaysOnTopHint) != 0;
const bool should_hide =
(Settings::Instance().GetCursorVisibility() == Config::ShowCursor::Never) &&
(keep_on_top || Config::Get(Config::MAIN_INPUT_BACKGROUND_INPUT) || isActiveWindow());
setCursor(should_hide ? Qt::BlankCursor : Qt::ArrowCursor);
}
else
{
setCursor((m_cursor_locked &&
Settings::Instance().GetCursorVisibility() == Config::ShowCursor::Never) ?
Qt::BlankCursor :
Qt::ArrowCursor);
}
}
void RenderWidget::OnKeepOnTopChanged(bool top)
{
const bool was_visible = isVisible();
setWindowFlags(top ? windowFlags() | Qt::WindowStaysOnTopHint :
windowFlags() & ~Qt::WindowStaysOnTopHint);
m_dont_lock_cursor_on_show = true;
if (was_visible)
show();
m_dont_lock_cursor_on_show = false;
UpdateCursor();
}
void RenderWidget::HandleCursorTimer()
{
if (!isActiveWindow())
return;
if ((!Settings::Instance().GetLockCursor() || m_cursor_locked) &&
Settings::Instance().GetCursorVisibility() == Config::ShowCursor::OnMovement)
{
setCursor(Qt::BlankCursor);
}
}
void RenderWidget::showFullScreen()
{
QWidget::showFullScreen();
QScreen* screen = window()->windowHandle()->screen();
const auto dpr = screen->devicePixelRatio();
emit SizeChanged(width() * dpr, height() * dpr);
}
// Lock the cursor within the window/widget internal borders, including the aspect ratio if wanted
void RenderWidget::SetCursorLocked(bool locked, bool follow_aspect_ratio)
{
// It seems like QT doesn't scale the window frame correctly with some DPIs
// so it might happen that the locked cursor can be on the frame of the window,
// being able to resize it, but that is a minor problem.
// As a hack, if necessary, we could always scale down the size by 2 pixel, to a min of 1 given
// that the size can be 0 already. We probably shouldn't scale axes already scaled by aspect ratio
QRect render_rect = geometry();
if (parentWidget())
{
render_rect.moveTopLeft(parentWidget()->mapToGlobal(render_rect.topLeft()));
}
auto scale = devicePixelRatioF(); // Seems to always be rounded on Win. Should we round results?
QPoint screen_offset = QPoint(0, 0);
if (window()->windowHandle() && window()->windowHandle()->screen())
{
screen_offset = window()->windowHandle()->screen()->geometry().topLeft();
}
render_rect.moveTopLeft(((render_rect.topLeft() - screen_offset) * scale) + screen_offset);
render_rect.setSize(render_rect.size() * scale);
if (follow_aspect_ratio)
{
// TODO: SetCursorLocked() should be re-called every time this value is changed?
// This might cause imprecisions of one pixel (but it won't cause the cursor to go over borders)
Common::Vec2 aspect_ratio = g_controller_interface.GetWindowInputScale();
if (aspect_ratio.x > 1.f)
{
const float new_half_width = float(render_rect.width()) / (aspect_ratio.x * 2.f);
// Only ceil if it was >= 0.25
const float ceiled_new_half_width = std::ceil(std::round(new_half_width * 2.f) / 2.f);
const int x_center = render_rect.center().x();
// Make a guess on which one to floor and ceil.
// For more precision, we should have kept the rounding point scale from above as well.
render_rect.setLeft(x_center - std::floor(new_half_width));
render_rect.setRight(x_center + ceiled_new_half_width);
}
if (aspect_ratio.y > 1.f)
{
const float new_half_height = render_rect.height() / (aspect_ratio.y * 2.f);
const float ceiled_new_half_height = std::ceil(std::round(new_half_height * 2.f) / 2.f);
const int y_center = render_rect.center().y();
render_rect.setTop(y_center - std::floor(new_half_height));
render_rect.setBottom(y_center + ceiled_new_half_height);
}
}
if (locked)
{
#ifdef _WIN32
RECT rect;
rect.left = render_rect.left();
rect.right = render_rect.right();
rect.top = render_rect.top();
rect.bottom = render_rect.bottom();
if (ClipCursor(&rect))
#else
// TODO: Implement on other platforms. XGrabPointer on Linux X11 should be equivalent to
// ClipCursor on Windows, though XFixesCreatePointerBarrier and XFixesDestroyPointerBarrier
// may also work. On Wayland zwp_pointer_constraints_v1::confine_pointer and
// zwp_pointer_constraints_v1::destroy provide this functionality.
// More info:
// https://stackoverflow.com/a/36269507
// https://tronche.com/gui/x/xlib/input/XGrabPointer.html
// https://www.x.org/releases/X11R7.7/doc/fixesproto/fixesproto.txt
// https://wayland.app/protocols/pointer-constraints-unstable-v1
// The setting is hidden in the UI if not implemented
if (false)
#endif
{
m_cursor_locked = true;
if (Settings::Instance().GetCursorVisibility() != Config::ShowCursor::Constantly)
{
setCursor(Qt::BlankCursor);
}
Host::GetInstance()->SetRenderFullFocus(true);
}
}
else
{
#ifdef _WIN32
ClipCursor(nullptr);
#endif
if (m_cursor_locked)
{
m_cursor_locked = false;
if (!Settings::Instance().GetLockCursor())
{
return;
}
// Center the mouse in the window if it's still active
// Leave it where it was otherwise, e.g. a prompt has opened or we alt tabbed.
if (isActiveWindow())
{
cursor().setPos(render_rect.left() + render_rect.width() / 2,
render_rect.top() + render_rect.height() / 2);
}
// Show the cursor or the user won't know the mouse is now unlocked
setCursor(Qt::ArrowCursor);
Host::GetInstance()->SetRenderFullFocus(false);
}
}
}
void RenderWidget::SetCursorLockedOnNextActivation(bool locked)
{
if (Settings::Instance().GetLockCursor())
{
m_lock_cursor_on_next_activation = locked;
return;
}
m_lock_cursor_on_next_activation = false;
}
void RenderWidget::SetWaitingForMessageBox(bool waiting_for_message_box)
{
if (m_waiting_for_message_box == waiting_for_message_box)
{
return;
}
m_waiting_for_message_box = waiting_for_message_box;
if (!m_waiting_for_message_box && m_lock_cursor_on_next_activation && isActiveWindow())
{
if (Settings::Instance().GetLockCursor())
{
SetCursorLocked(true);
}
m_lock_cursor_on_next_activation = false;
}
}
bool RenderWidget::event(QEvent* event)
{
PassEventToPresenter(event);
switch (event->type())
{
case QEvent::KeyPress:
{
QKeyEvent* ke = static_cast<QKeyEvent*>(event);
if (ke->key() == Qt::Key_Escape)
emit EscapePressed();
// The render window might flicker on some platforms because Qt tries to change focus to a new
// element when there is none (?) Handling this event before it reaches QWidget fixes the issue.
if (ke->key() == Qt::Key_Tab)
return true;
break;
}
// Needed in case a new window open and it moves the mouse
case QEvent::WindowBlocked:
SetCursorLocked(false);
break;
case QEvent::MouseButtonPress:
if (isActiveWindow())
{
// Lock the cursor with any mouse button click (behave the same as window focus change).
// This event is occasionally missed because isActiveWindow is laggy
if (Settings::Instance().GetLockCursor())
{
SetCursorLocked(true);
}
}
break;
case QEvent::MouseMove:
// Unhide on movement
if (Settings::Instance().GetCursorVisibility() == Config::ShowCursor::OnMovement)
{
setCursor(Qt::ArrowCursor);
m_mouse_timer->start(MOUSE_HIDE_DELAY);
}
break;
case QEvent::WinIdChange:
emit HandleChanged(reinterpret_cast<void*>(winId()));
break;
case QEvent::Show:
// Don't do if "stay on top" changed (or was true)
if (Settings::Instance().GetLockCursor() &&
Settings::Instance().GetCursorVisibility() != Config::ShowCursor::Constantly &&
!m_dont_lock_cursor_on_show)
{
// Auto lock when this window is shown (it was hidden)
if (isActiveWindow())
SetCursorLocked(true);
else
SetCursorLockedOnNextActivation();
}
break;
// Note that this event in Windows is not always aligned to the window that is highlighted,
// it's the window that has keyboard and mouse focus
case QEvent::WindowActivate:
if (m_should_unpause_on_focus &&
Core::GetState(Core::System::GetInstance()) == Core::State::Paused)
{
Core::SetState(Core::System::GetInstance(), Core::State::Running);
}
m_should_unpause_on_focus = false;
UpdateCursor();
// Avoid "race conditions" with message boxes
if (m_lock_cursor_on_next_activation && !m_waiting_for_message_box)
{
if (Settings::Instance().GetLockCursor())
{
SetCursorLocked(true);
}
m_lock_cursor_on_next_activation = false;
}
emit FocusChanged(true);
break;
case QEvent::WindowDeactivate:
SetCursorLocked(false);
UpdateCursor();
if (Config::Get(Config::MAIN_PAUSE_ON_FOCUS_LOST) &&
Core::GetState(Core::System::GetInstance()) == Core::State::Running)
{
// If we are declared as the CPU or GPU thread, it means that the real CPU or GPU thread
// is waiting for us to finish showing a panic alert (with that panic alert likely being
// the cause of this event), so trying to pause the core would cause a deadlock
if (!Core::IsCPUThread() && !Core::IsGPUThread())
{
m_should_unpause_on_focus = true;
Core::SetState(Core::System::GetInstance(), Core::State::Paused);
}
}
emit FocusChanged(false);
break;
case QEvent::Move:
SetCursorLocked(m_cursor_locked);
break;
// According to https://bugreports.qt.io/browse/QTBUG-95925 the recommended practice for
// handling DPI change is responding to paint events
case QEvent::Paint:
case QEvent::Resize:
{
SetCursorLocked(m_cursor_locked);
const QResizeEvent* se = static_cast<QResizeEvent*>(event);
QSize new_size = se->size();
QScreen* screen = window()->windowHandle()->screen();
const float dpr = screen->devicePixelRatio();
const int width = new_size.width() * dpr;
const int height = new_size.height() * dpr;
if (m_last_window_width != width || m_last_window_height != height ||
m_last_window_scale != dpr)
{
m_last_window_width = width;
m_last_window_height = height;
m_last_window_scale = dpr;
emit SizeChanged(width, height);
}
break;
}
// Happens when we add/remove the widget from the main window instead of the dedicated one
case QEvent::ParentChange:
SetCursorLocked(false);
break;
case QEvent::WindowStateChange:
// Lock the mouse again when fullscreen changes (we might have missed some events)
SetCursorLocked(m_cursor_locked || (isFullScreen() && Settings::Instance().GetLockCursor()));
emit StateChanged(isFullScreen());
break;
case QEvent::Close:
emit Closed();
break;
default:
break;
}
return QWidget::event(event);
}
void RenderWidget::PassEventToPresenter(const QEvent* event)
{
if (!Core::IsRunning(Core::System::GetInstance()))
return;
switch (event->type())
{
case QEvent::KeyPress:
case QEvent::KeyRelease:
{
// As the imgui KeysDown array is only 512 elements wide, and some Qt keys which
// we need to track (e.g. alt) are above this value, we mask the lower 9 bits.
// Even masked, the key codes are still unique, so conflicts aren't an issue.
// The actual text input goes through AddInputCharactersUTF8().
const QKeyEvent* key_event = static_cast<const QKeyEvent*>(event);
const bool is_down = event->type() == QEvent::KeyPress;
const u32 key = static_cast<u32>(key_event->key() & 0x1FF);
const char* chars = nullptr;
QByteArray utf8;
if (is_down)
{
utf8 = key_event->text().toUtf8();
if (utf8.size())
chars = utf8.constData();
}
// Pass the key onto Presenter (for the imgui UI)
g_presenter->SetKey(key, is_down, chars);
}
break;
case QEvent::MouseMove:
{
// Qt multiplies all coordinates by the scaling factor in highdpi mode, giving us "scaled" mouse
// coordinates (as if the screen was standard dpi). We need to update the mouse position in
// native coordinates, as the UI (and game) is rendered at native resolution.
const float scale = devicePixelRatio();
float x = static_cast<const QMouseEvent*>(event)->pos().x() * scale;
float y = static_cast<const QMouseEvent*>(event)->pos().y() * scale;
g_presenter->SetMousePos(x, y);
}
break;
case QEvent::MouseButtonPress:
case QEvent::MouseButtonRelease:
{
const u32 button_mask = static_cast<u32>(static_cast<const QMouseEvent*>(event)->buttons());
g_presenter->SetMousePress(button_mask);
}
break;
default:
break;
}
}
void RenderWidget::SetPresenterKeyMap()
{
static constexpr DolphinKeyMap key_map = {
Qt::Key_Tab, Qt::Key_Left, Qt::Key_Right, Qt::Key_Up, Qt::Key_Down,
Qt::Key_PageUp, Qt::Key_PageDown, Qt::Key_Home, Qt::Key_End, Qt::Key_Insert,
Qt::Key_Delete, Qt::Key_Backspace, Qt::Key_Space, Qt::Key_Return, Qt::Key_Escape,
Qt::Key_Enter, // Keypad enter
Qt::Key_A, Qt::Key_C, Qt::Key_V, Qt::Key_X, Qt::Key_Y,
Qt::Key_Z,
};
g_presenter->SetKeyMap(key_map);
}