[UI] Image post-processing and full presentation/window rework
[GPU] Add FXAA post-processing [UI] Add FidelityFX FSR and CAS post-processing [UI] Add blue noise dithering from 10bpc to 8bpc [GPU] Apply the DC PWL gamma ramp closer to the spec, supporting fully white color [UI] Allow the GPU CP thread to present on the host directly, bypassing the UI thread OS paint event [UI] Allow variable refresh rate (or tearing) [UI] Present the newest frame (restart) on DXGI [UI] Replace GraphicsContext with a far more advanced Presenter with more coherent surface connection and UI overlay state management [UI] Connect presentation to windows via the Surface class, not native window handles [Vulkan] Switch to simpler Vulkan setup with no instance/device separation due to interdependencies and to pass fewer objects around [Vulkan] Lower the minimum required Vulkan version to 1.0 [UI/GPU] Various cleanup, mainly ComPtr usage [UI] Support per-monitor DPI awareness v2 on Windows [UI] DPI-scale Dear ImGui [UI] Replace the remaining non-detachable window delegates with unified window event and input listeners [UI] Allow listeners to safely destroy or close the window, and to register/unregister listeners without use-after-free and the ABA problem [UI] Explicit Z ordering of input listeners and UI overlays, top-down for input, bottom-up for drawing [UI] Add explicit window lifecycle phases [UI] Replace Window virtual functions with explicit desired state, its application, actual state, its feedback [UI] GTK: Apply the initial size to the drawing area [UI] Limit internal UI frame rate to that of the monitor [UI] Hide the cursor using a timer instead of polling due to no repeated UI thread paints with GPU CP thread presentation, and only within the window
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@@ -2,7 +2,7 @@
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2020 Ben Vanik. All rights reserved. *
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* Copyright 2022 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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@@ -48,14 +48,18 @@ class MenuItem {
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const std::string& text() { return text_; }
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const std::string& hotkey() { return hotkey_; }
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// If the menu is currently attached to a Window, changes to it (such as the
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// elements and the enabled / disabled state) may be not reflected
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// immediately - call Window::CompleteMainMenuItemsUpdate when the
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// modifications are done.
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void AddChild(MenuItem* child_item);
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void AddChild(std::unique_ptr<MenuItem> child_item);
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void AddChild(MenuItemPtr child_item);
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void RemoveChild(MenuItem* child_item);
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MenuItem* child(size_t index);
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virtual void EnableMenuItem(Window& window) = 0;
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virtual void DisableMenuItem(Window& window) = 0;
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virtual void SetEnabled(bool enabled) {}
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protected:
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MenuItem(Type type, const std::string& text, const std::string& hotkey,
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@@ -64,13 +68,17 @@ class MenuItem {
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virtual void OnChildAdded(MenuItem* child_item) {}
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virtual void OnChildRemoved(MenuItem* child_item) {}
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virtual void OnSelected(UIEvent* e);
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// This MenuItem may be destroyed as a result of the callback, don't do
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// anything with it after the call.
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void OnSelected();
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Type type_;
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MenuItem* parent_item_;
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std::vector<MenuItemPtr> children_;
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std::string text_;
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std::string hotkey_;
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private:
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std::function<void()> callback_;
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};
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