Files
UnleashedRecomp-hedge-dev/UnleashedRecomp/ui/game_window.h
Skyth (Asilkan) 67633917bf Linux support. (#54)
* Initial Linux attempt.

* Add clang toolchain & make tools compile.

* vcpkg as submodule.

* First implementation of IO rewrite. (#31)

* Fix directory iteration resolving symlinks.

* Refactor kernel objects to be lock-free.

* Implement guest critical sections using std::atomic.

* Make D3D12 support optional. (#33)

* Make D3D12 support optional.

* Update ShaderRecomp, fix macros.

* Replace QueryPerformanceCounter. (#35)

* Add Linux home path for GetUserPath(). (#36)

* Cross-platform Sleep. (#37)

* Add mmap implementations for virtual allocation. (#38)

* Cross-platform TLS. (#34)

* Cross-platform TLS.

* Fix front() to back(), use Mutex.

* Fix global variable namings.

---------

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>

* Unicode support. (#39)

* Replace CreateDirectoryA with Unicode version.

* Cross platform thread implementation. (#41)

* Cross-platform thread implementation.

* Put set thread name calls behind a Win32 macro.

* Cross-platform semaphore implementation. (#43)

* xam: use SDL for keyboard input

* Cross-platform atomic operations. (#44)

* Cross-platform spin lock implementation.

* Cross-platform reference counting.

* Cross-platform event implementation. (#47)

* Compiling and running on Linux. (#49)

* Current work trying to get it to compile.

* Update vcpkg.json baseline.

* vcpkg, memory mapped file.

* Bitscan forward.

* Fix localtime_s.

* FPS patches high res clock.

* Rename Window to GameWindow. Fix guest pointers.

* GetCurrentThreadID gone.

* Code cache pointers, RenderWindow type.

* Add Linux stubs.

* Refactor Config.

* Fix paths.

* Add linux-release config.

* FS fixes.

* Fix Windows compilation errors & unicode converter crash.

* Rename physical memory allocation functions to not clash with X11.

* Fix NULL character being added on RtlMultiByteToUnicodeN.

* Use std::exit.

* Add protection to memory on Linux.

* Convert majority of dependencies to submodules. (#48)

* Convert majority of dependencies to submodules.

* Don't compile header-only libraries.

* Fix a few incorrect data types.

* Fix config directory.

* Unicode fixes & sizeof asserts.

* Change the exit function to not call static destructors.

* Fix files picker.

* Add RelWithDebInfo preset for Linux.

* Implement OS Restart on Linux. (#50)

---------

Co-authored-by: Dario <dariosamo@gmail.com>

* Update PowerRecomp.

* Add Env Var detection for VCPKG_ROOT, add DLC detection.

* Use error code version on DLC directory iterator.

* Set D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED flag.

* Linux flatpak. (#51)

* Add flatpak support.

* Add game install directory override for flatpak.

* Flatpak'ing.

* Flatpak it some more.

* We flat it, we pak it.

* Flatpak'd.

* The Marvelous Misadventures of Flatpak.

* Attempt to change logic of NFD and show error.

* Flattenpakken.

* Use game install directory instead of current path.

* Attempt to fix line endings.

* Update io.github.hedge_dev.unleashedrecomp.json

* Fix system time query implementation.

* Add Present Wait to Vulkan to improve frame pacing and reduce latency. (#53)

* Add present wait support to Vulkan.

* Default to triple buffering if presentWait is supported.

* Bracey fellas.

* Update paths.h

* SDL2 audio (again). (#52)

* Implement SDL2 audio (again).

* Call timeBeginPeriod/timeEndPeriod.

* Replace miniaudio with SDL mixer.

* Queue audio samples in a separate thread.

* Enable CMake option override policy & fix compilation error.

* Fix compilation error on Linux.

* Fix but also trim shared strings.

* Wayland support. (#55)

* Make channel index a global variable in embedded player.

* Fix SDL Audio selection for OGG on Flatpak.

* Minor installer wizard fixes.

* Fix compilation error.

* Yield in model consumer and pipeline compiler threads.

* Special case Sleep(0) to yield on Linux.

* Add App Id hint.

* Correct implementation for auto reset events. (#57)

---------

Co-authored-by: Dario <dariosamo@gmail.com>
Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
2024-12-21 00:44:05 +03:00

309 lines
7.5 KiB
C++

#pragma once
#include <res/images/game_icon.bmp.h>
#include <res/images/game_icon_night.bmp.h>
#include <os/logger.h>
#include <os/version.h>
#include <ui/window_events.h>
#include <user/config.h>
#include <gpu/rhi/plume_render_interface_types.h>
#if _WIN32
#include <dwmapi.h>
#pragma comment(lib, "dwmapi.lib")
#endif
#define DEFAULT_WIDTH 1280
#define DEFAULT_HEIGHT 720
class GameWindow
{
public:
static inline SDL_Window* s_pWindow;
static inline plume::RenderWindow s_renderWindow;
static inline int s_x;
static inline int s_y;
static inline int s_width = DEFAULT_WIDTH;
static inline int s_height = DEFAULT_HEIGHT;
static inline bool s_isFocused;
static inline bool s_isIconNight;
static inline bool s_isFullscreenCursorVisible;
static inline bool s_isChangingDisplay;
static SDL_Surface* GetIconSurface(void* pIconBmp, size_t iconSize)
{
auto rw = SDL_RWFromMem(pIconBmp, iconSize);
auto surface = SDL_LoadBMP_RW(rw, 1);
if (!surface)
LOGF_ERROR("Failed to load icon: {}", SDL_GetError());
return surface;
}
static void SetIcon(void* pIconBmp, size_t iconSize)
{
if (auto icon = GetIconSurface(pIconBmp, iconSize))
{
SDL_SetWindowIcon(s_pWindow, icon);
SDL_FreeSurface(icon);
}
}
static void SetIcon(bool isNight = false)
{
if (isNight)
{
SetIcon(g_game_icon_night, sizeof(g_game_icon_night));
}
else
{
SetIcon(g_game_icon, sizeof(g_game_icon));
}
}
static const char* GetTitle()
{
return Config::Language == ELanguage::Japanese
? "SONIC WORLD ADVENTURE"
: "SONIC UNLEASHED";
}
static void SetTitle(const char* title = nullptr)
{
SDL_SetWindowTitle(s_pWindow, title ? title : GetTitle());
}
static void SetDarkTitleBar(bool isEnabled)
{
#if _WIN32
auto version = os::version::GetOSVersion();
if (version.Major < 10 || version.Build <= 17763)
return;
auto flag = version.Build >= 18985
? DWMWA_USE_IMMERSIVE_DARK_MODE
: 19; // DWMWA_USE_IMMERSIVE_DARK_MODE_BEFORE_20H1
const DWORD useImmersiveDarkMode = isEnabled;
DwmSetWindowAttribute(s_renderWindow, flag, &useImmersiveDarkMode, sizeof(useImmersiveDarkMode));
#endif
}
static bool IsFullscreen()
{
return SDL_GetWindowFlags(s_pWindow) & SDL_WINDOW_FULLSCREEN_DESKTOP;
}
static bool SetFullscreen(bool isEnabled)
{
if (isEnabled)
{
SDL_SetWindowFullscreen(s_pWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL_ShowCursor(s_isFullscreenCursorVisible ? SDL_ENABLE : SDL_DISABLE);
}
else
{
SDL_SetWindowFullscreen(s_pWindow, 0);
SDL_ShowCursor(SDL_ENABLE);
SetIcon(GameWindow::s_isIconNight);
SetDimensions(Config::WindowWidth, Config::WindowHeight, Config::WindowX, Config::WindowY);
}
return isEnabled;
}
static void SetFullscreenCursorVisibility(bool isVisible)
{
s_isFullscreenCursorVisible = isVisible;
if (IsFullscreen())
{
SDL_ShowCursor(s_isFullscreenCursorVisible ? SDL_ENABLE : SDL_DISABLE);
}
else
{
SDL_ShowCursor(SDL_ENABLE);
}
}
static bool IsMaximised()
{
return SDL_GetWindowFlags(s_pWindow) & SDL_WINDOW_MAXIMIZED;
}
static EWindowState SetMaximised(bool isEnabled)
{
if (isEnabled)
{
SDL_MaximizeWindow(s_pWindow);
}
else
{
SDL_RestoreWindow(s_pWindow);
}
return isEnabled
? EWindowState::Maximised
: EWindowState::Normal;
}
static SDL_Rect GetDimensions()
{
SDL_Rect rect{};
SDL_GetWindowPosition(s_pWindow, &rect.x, &rect.y);
SDL_GetWindowSize(s_pWindow, &rect.w, &rect.h);
return rect;
}
static void SetDimensions(int w, int h, int x = SDL_WINDOWPOS_CENTERED, int y = SDL_WINDOWPOS_CENTERED)
{
s_width = w;
s_height = h;
s_x = x;
s_y = y;
SDL_SetWindowSize(s_pWindow, w, h);
SDL_ResizeEvent(s_pWindow, w, h);
SDL_SetWindowPosition(s_pWindow, x, y);
SDL_MoveEvent(s_pWindow, x, y);
}
static void ResetDimensions()
{
s_x = SDL_WINDOWPOS_CENTERED;
s_y = SDL_WINDOWPOS_CENTERED;
s_width = DEFAULT_WIDTH;
s_height = DEFAULT_HEIGHT;
Config::WindowX = s_x;
Config::WindowY = s_y;
Config::WindowWidth = s_width;
Config::WindowHeight = s_height;
}
static uint32_t GetWindowFlags()
{
uint32_t flags = SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE;
if (Config::WindowState == EWindowState::Maximised)
flags |= SDL_WINDOW_MAXIMIZED;
if (Config::Fullscreen)
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
#ifdef SDL_VULKAN_ENABLED
flags |= SDL_WINDOW_VULKAN;
#endif
return flags;
}
static int GetDisplayCount()
{
auto result = SDL_GetNumVideoDisplays();
if (result < 0)
{
LOGF_ERROR("Failed to get display count: {}", SDL_GetError());
return 1;
}
return result;
}
static int GetDisplay()
{
auto displayCount = GetDisplayCount();
for (int i = 0; i < displayCount; i++)
{
SDL_Rect bounds;
if (SDL_GetDisplayBounds(i, &bounds) == 0)
{
auto x = s_x;
auto y = s_y;
if (x == SDL_WINDOWPOS_CENTERED)
x = bounds.w / 2 - s_width / 2;
if (y == SDL_WINDOWPOS_CENTERED)
y = bounds.h / 2 - s_height / 2;
if (x >= bounds.x && x < bounds.x + bounds.w &&
y >= bounds.y && y < bounds.y + bounds.h)
{
return i;
}
}
}
return 0;
}
static void SetDisplay(int displayIndex)
{
if (!IsFullscreen())
return;
s_isChangingDisplay = true;
SDL_Rect bounds;
if (SDL_GetDisplayBounds(displayIndex, &bounds) == 0)
{
SetFullscreen(false);
SetDimensions(bounds.w, bounds.h, bounds.x, bounds.y);
SetFullscreen(true);
}
else
{
ResetDimensions();
}
}
static bool IsPositionValid()
{
auto displayCount = GetDisplayCount();
for (int i = 0; i < displayCount; i++)
{
SDL_Rect bounds;
if (SDL_GetDisplayBounds(i, &bounds) == 0)
{
auto x = s_x;
auto y = s_y;
if (!Config::Fullscreen && s_width == bounds.w && s_height == bounds.h)
return false;
if (x == SDL_WINDOWPOS_CENTERED)
x = bounds.w / 2 - s_width / 2;
if (y == SDL_WINDOWPOS_CENTERED)
y = bounds.h / 2 - s_height / 2;
if (x >= bounds.x && x < bounds.x + bounds.w &&
y >= bounds.y && y < bounds.y + bounds.h)
{
return true;
}
}
}
return false;
}
static void Init(bool sdlVideoDefault);
static void Update();
};