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.
This commit is contained in:
Ben Vanik
2015-07-12 22:03:47 -07:00
parent e69c7b00a8
commit 15c17459be
61 changed files with 1994 additions and 2623 deletions

View File

@@ -10,10 +10,13 @@
#ifndef XENIA_UI_WINDOW_H_
#define XENIA_UI_WINDOW_H_
#include <memory>
#include <string>
#include "el/element.h"
#include "el/graphics/renderer.h"
#include "xenia/base/delegate.h"
#include "xenia/ui/control.h"
#include "xenia/ui/graphics_context.h"
#include "xenia/ui/loop.h"
#include "xenia/ui/menu_item.h"
#include "xenia/ui/ui_event.h"
@@ -21,14 +24,22 @@
namespace xe {
namespace ui {
template <typename T>
class Window : public T {
public:
~Window() override = default;
typedef void* NativeWindowHandle;
virtual bool Initialize() { return true; }
class Window {
public:
static std::unique_ptr<Window> Create(Loop* loop, const std::wstring& title);
virtual ~Window();
Loop* loop() const { return loop_; }
virtual NativeWindowHandle native_handle() const = 0;
MenuItem* main_menu() const { return main_menu_.get(); }
void set_main_menu(std::unique_ptr<MenuItem> main_menu) {
main_menu_ = std::move(main_menu);
OnMainMenuChange();
}
const std::wstring& title() const { return title_; }
virtual bool set_title(const std::wstring& title) {
@@ -39,65 +50,124 @@ class Window : public T {
return true;
}
MenuItem* menu() const { return menu_; }
void set_menu(MenuItem* menu) {
if (menu == menu_) {
return;
}
menu_ = menu;
OnSetMenu(menu);
}
void Close() {
auto e = UIEvent(this);
on_closing(e);
OnClose();
e = UIEvent(this);
on_closed(e);
}
virtual bool is_fullscreen() const { return false; }
virtual void ToggleFullscreen(bool fullscreen) {}
bool has_focus() const { return has_focus_; }
virtual void set_focus(bool value) { has_focus_ = value; }
bool is_cursor_visible() const { return is_cursor_visible_; }
virtual void set_cursor_visible(bool value) { is_cursor_visible_ = value; }
int32_t width() const { return width_; }
int32_t height() const { return height_; }
virtual void Resize(int32_t width, int32_t height) = 0;
virtual void Resize(int32_t left, int32_t top, int32_t right,
int32_t bottom) = 0;
GraphicsContext* context() const { return context_.get(); }
el::graphics::Renderer* renderer() const { return renderer_.get(); }
el::Element* root_element() const { return root_element_.get(); }
virtual bool Initialize() { return true; }
void set_context(std::unique_ptr<GraphicsContext> context) {
context_ = std::move(context);
}
virtual bool MakeReady();
bool LoadLanguage(std::string filename);
bool LoadSkin(std::string filename);
void Layout();
virtual void Invalidate();
virtual void Close() = 0;
public:
Delegate<UIEvent> on_shown;
Delegate<UIEvent> on_hidden;
Delegate<UIEvent> on_closing;
Delegate<UIEvent> on_closed;
Delegate<int> on_command;
Delegate<UIEvent> on_resize;
Delegate<UIEvent> on_layout;
Delegate<UIEvent> on_painting;
Delegate<UIEvent> on_paint;
Delegate<UIEvent> on_painted;
Delegate<UIEvent> on_visible;
Delegate<UIEvent> on_hidden;
Delegate<UIEvent> on_got_focus;
Delegate<UIEvent> on_lost_focus;
Delegate<KeyEvent> on_key_down;
Delegate<KeyEvent> on_key_up;
Delegate<KeyEvent> on_key_char;
Delegate<MouseEvent> on_mouse_down;
Delegate<MouseEvent> on_mouse_move;
Delegate<MouseEvent> on_mouse_up;
Delegate<MouseEvent> on_mouse_wheel;
protected:
Window(Loop* loop, const std::wstring& title)
: T(0), loop_(loop), title_(title) {}
Window(Loop* loop, const std::wstring& title);
void OnShow() {
if (is_visible_) {
return;
}
is_visible_ = true;
auto e = UIEvent(this);
on_shown(e);
}
bool InitializeElemental(Loop* loop, el::graphics::Renderer* renderer);
void OnHide() {
if (!is_visible_) {
return;
}
is_visible_ = false;
auto e = UIEvent(this);
on_hidden(e);
}
virtual bool OnCreate();
virtual void OnMainMenuChange();
virtual void OnClose();
virtual void OnDestroy();
virtual void OnClose() {}
virtual void OnResize(UIEvent& e);
virtual void OnLayout(UIEvent& e);
virtual void OnPaint(UIEvent& e);
virtual void OnSetMenu(MenuItem* menu) {}
virtual void OnVisible(UIEvent& e);
virtual void OnHidden(UIEvent& e);
virtual void OnCommand(int id) {}
virtual void OnGotFocus(UIEvent& e);
virtual void OnLostFocus(UIEvent& e);
virtual void OnKeyDown(KeyEvent& e);
virtual void OnKeyUp(KeyEvent& e);
virtual void OnKeyChar(KeyEvent& e);
virtual void OnMouseDown(MouseEvent& e);
virtual void OnMouseMove(MouseEvent& e);
virtual void OnMouseUp(MouseEvent& e);
virtual void OnMouseWheel(MouseEvent& e);
el::ModifierKeys GetModifierKeys();
void OnKeyPress(KeyEvent& e, bool is_down, bool is_char);
bool CheckShortcutKey(KeyEvent& e, el::SpecialKey special_key, bool is_down);
Loop* loop_ = nullptr;
std::unique_ptr<MenuItem> main_menu_;
std::wstring title_;
MenuItem* menu_ = nullptr;
int32_t width_ = 0;
int32_t height_ = 0;
bool has_focus_ = true;
bool is_cursor_visible_ = true;
std::unique_ptr<GraphicsContext> context_;
std::unique_ptr<el::graphics::Renderer> renderer_;
std::unique_ptr<el::Element> root_element_;
uint32_t frame_count_ = 0;
uint32_t fps_ = 0;
uint64_t fps_update_time_ = 0;
uint64_t fps_frame_count_ = 0;
bool modifier_shift_pressed_ = false;
bool modifier_cntrl_pressed_ = false;
bool modifier_alt_pressed_ = false;
bool modifier_super_pressed_ = false;
uint64_t last_click_time_ = 0;
int last_click_x_ = 0;
int last_click_y_ = 0;
int last_click_counter_ = 0;
};
} // namespace ui