Massive refactoring of xenia::ui and GL swap behavior.
This seems to dramatically improve most games (especially with --vsync=false), though it may cause swap issues with others. New code should be easier to port, and enables elemental-forms to be drawn for any emulator UI.
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@@ -16,18 +16,16 @@
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#include "xenia/debug/ui/application.h"
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#include "xenia/debug/ui/views/cpu/cpu_view.h"
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#include "xenia/debug/ui/views/gpu/gpu_view.h"
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#include "xenia/ui/elemental_control.h"
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#include "xenia/ui/platform.h"
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#include "xenia/ui/window.h"
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namespace xe {
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namespace debug {
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namespace ui {
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class MainWindow : public xe::ui::PlatformWindow {
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class MainWindow {
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public:
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MainWindow(Application* app);
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~MainWindow() override;
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~MainWindow();
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Application* app() const { return app_; }
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@@ -38,13 +36,11 @@ class MainWindow : public xe::ui::PlatformWindow {
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private:
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void BuildUI();
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void OnClose() override;
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void OnCommand(int id) override;
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void OnClose();
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Application* app_ = nullptr;
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xe::ui::PlatformMenu main_menu_;
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std::unique_ptr<xe::ui::ElementalControl> control_;
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std::unique_ptr<xe::ui::Window> platform_window_;
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std::unique_ptr<el::Window> window_;
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struct {
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el::SplitContainer* split_container;
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