[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
163 lines
4.7 KiB
C++
163 lines
4.7 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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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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#ifndef XENIA_UI_UI_EVENT_H_
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#define XENIA_UI_UI_EVENT_H_
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#include <filesystem>
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#include "xenia/ui/virtual_key.h"
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namespace xe {
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namespace ui {
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class Window;
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class UIEvent {
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public:
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explicit UIEvent(Window* target = nullptr) : target_(target) {}
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virtual ~UIEvent() = default;
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Window* target() const { return target_; }
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private:
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Window* target_;
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};
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class UISetupEvent : public UIEvent {
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public:
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explicit UISetupEvent(Window* target = nullptr, bool is_initial_setup = false)
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: UIEvent(target), is_initial_setup_(is_initial_setup) {}
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bool is_initial_setup() const { return is_initial_setup_; }
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private:
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bool is_initial_setup_;
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};
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class MonitorUpdateEvent : public UISetupEvent {
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public:
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explicit MonitorUpdateEvent(Window* target,
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bool old_monitor_potentially_disconnected,
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bool is_initial_setup = false)
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: UISetupEvent(target, is_initial_setup),
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old_monitor_potentially_disconnected_(
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old_monitor_potentially_disconnected) {}
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bool old_monitor_potentially_disconnected() const {
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return old_monitor_potentially_disconnected_;
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}
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private:
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bool old_monitor_potentially_disconnected_;
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};
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class FileDropEvent : public UIEvent {
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public:
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explicit FileDropEvent(Window* target, std::filesystem::path filename)
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: UIEvent(target), filename_(std::move(filename)) {}
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~FileDropEvent() override = default;
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const std::filesystem::path& filename() const { return filename_; }
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private:
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const std::filesystem::path filename_;
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};
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class KeyEvent : public UIEvent {
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public:
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explicit KeyEvent(Window* target, VirtualKey virtual_key, int repeat_count,
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bool prev_state, bool modifier_shift_pressed,
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bool modifier_ctrl_pressed, bool modifier_alt_pressed,
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bool modifier_super_pressed)
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: UIEvent(target),
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virtual_key_(virtual_key),
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repeat_count_(repeat_count),
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prev_state_(prev_state),
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modifier_shift_pressed_(modifier_shift_pressed),
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modifier_ctrl_pressed_(modifier_ctrl_pressed),
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modifier_alt_pressed_(modifier_alt_pressed),
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modifier_super_pressed_(modifier_super_pressed) {}
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~KeyEvent() override = default;
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bool is_handled() const { return handled_; }
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void set_handled(bool value) { handled_ = value; }
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VirtualKey virtual_key() const { return virtual_key_; }
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int repeat_count() const { return repeat_count_; }
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bool prev_state() const { return prev_state_; }
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bool is_shift_pressed() const { return modifier_shift_pressed_; }
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bool is_ctrl_pressed() const { return modifier_ctrl_pressed_; }
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bool is_alt_pressed() const { return modifier_alt_pressed_; }
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bool is_super_pressed() const { return modifier_super_pressed_; }
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private:
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bool handled_ = false;
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VirtualKey virtual_key_ = VirtualKey::kNone;
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int repeat_count_ = 0;
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bool prev_state_ = false; // Key previously down(true) or up(false)
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bool modifier_shift_pressed_ = false;
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bool modifier_ctrl_pressed_ = false;
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bool modifier_alt_pressed_ = false;
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bool modifier_super_pressed_ = false;
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};
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class MouseEvent : public UIEvent {
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public:
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enum class Button {
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kNone = 0,
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kLeft,
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kRight,
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kMiddle,
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kX1,
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kX2,
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};
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public:
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// Matching Windows WHEEL_DELTA.
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static constexpr uint32_t kScrollPerDetent = 120;
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explicit MouseEvent(Window* target, Button button, int32_t x, int32_t y,
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int32_t scroll_x = 0, int32_t scroll_y = 0)
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: UIEvent(target),
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button_(button),
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x_(x),
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y_(y),
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scroll_x_(scroll_x),
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scroll_y_(scroll_y) {}
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~MouseEvent() override = default;
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bool is_handled() const { return handled_; }
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void set_handled(bool value) { handled_ = value; }
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Button button() const { return button_; }
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int32_t x() const { return x_; }
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int32_t y() const { return y_; }
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int32_t scroll_x() const { return scroll_x_; }
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int32_t scroll_y() const { return scroll_y_; }
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private:
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bool handled_ = false;
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Button button_;
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int32_t x_ = 0;
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int32_t y_ = 0;
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int32_t scroll_x_ = 0;
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// Positive is up (away from the user), negative is down (towards the user).
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int32_t scroll_y_ = 0;
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};
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} // namespace ui
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} // namespace xe
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#endif // XENIA_UI_UI_EVENT_H_
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