dolphin/Source/Core/VideoCommon/OnScreenUI.h
LillyJadeKatrin caa729f84a Display Active Challenges On Screen
The active challenges, aka the primed achievements, are displayed on screen as a series of icons in the bottom right corner of the screen via OnScreenUI.
2023-12-07 16:02:15 -05:00

86 lines
2.4 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <map>
#include <memory>
#include <mutex>
#include <span>
#include <vector>
#include "Common/CommonTypes.h"
#include "VideoCommon/OnScreenUIKeyMap.h"
class NativeVertexFormat;
class AbstractTexture;
class AbstractPipeline;
namespace VideoCommon
{
// OnScreenUI handles all the ImGui rendering.
class OnScreenUI
{
public:
OnScreenUI() = default;
~OnScreenUI();
// ImGui initialization depends on being able to create textures and pipelines, so do it last.
bool Initialize(u32 width, u32 height, float scale);
// Returns a lock for the ImGui mutex, enabling data structures to be modified from outside.
// Use with care, only non-drawing functions should be called from outside the video thread,
// as the drawing is tied to a "frame".
std::unique_lock<std::mutex> GetImGuiLock();
bool IsReady() { return m_ready; }
// Sets up ImGui state for the next frame.
// This function itself acquires the ImGui lock, so it should not be held.
void BeginImGuiFrame(u32 width, u32 height);
// Same as above but without locking the ImGui lock.
void BeginImGuiFrameUnlocked(u32 width, u32 height);
// Renders ImGui windows to the currently-bound framebuffer.
// Should be called with the ImGui lock held.
void DrawImGui();
// Recompiles ImGui pipeline - call when stereo mode changes.
bool RecompileImGuiPipeline();
void SetScale(float backbuffer_scale);
void Finalize();
// Receive keyboard and mouse from QT
void SetKeyMap(const DolphinKeyMap& key_map);
void SetKey(u32 key, bool is_down, const char* chars);
void SetMousePos(float x, float y);
void SetMousePress(u32 button_mask);
private:
void DrawDebugText();
#ifdef USE_RETRO_ACHIEVEMENTS
void DrawChallenges();
#endif // USE_RETRO_ACHIEVEMENTS
// ImGui resources.
std::unique_ptr<NativeVertexFormat> m_imgui_vertex_format;
std::vector<std::unique_ptr<AbstractTexture>> m_imgui_textures;
std::unique_ptr<AbstractPipeline> m_imgui_pipeline;
std::map<u32, int> m_dolphin_to_imgui_map;
std::mutex m_imgui_mutex;
u64 m_imgui_last_frame_time = 0;
u32 m_backbuffer_width = 1;
u32 m_backbuffer_height = 1;
float m_backbuffer_scale = 1.0;
#ifdef USE_RETRO_ACHIEVEMENTS
std::map<std::string, std::unique_ptr<AbstractTexture>, std::less<>> m_challenge_texture_map;
#endif // USE_RETRO_ACHIEVEMENTS
bool m_ready = false;
};
} // namespace VideoCommon