mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2026-01-04 02:31:10 -06:00
* 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>
309 lines
7.5 KiB
C++
309 lines
7.5 KiB
C++
#pragma once
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#include <res/images/game_icon.bmp.h>
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#include <res/images/game_icon_night.bmp.h>
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#include <os/logger.h>
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#include <os/version.h>
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#include <ui/window_events.h>
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#include <user/config.h>
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#include <gpu/rhi/plume_render_interface_types.h>
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#if _WIN32
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#include <dwmapi.h>
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#pragma comment(lib, "dwmapi.lib")
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#endif
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#define DEFAULT_WIDTH 1280
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#define DEFAULT_HEIGHT 720
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class GameWindow
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{
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public:
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static inline SDL_Window* s_pWindow;
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static inline plume::RenderWindow s_renderWindow;
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static inline int s_x;
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static inline int s_y;
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static inline int s_width = DEFAULT_WIDTH;
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static inline int s_height = DEFAULT_HEIGHT;
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static inline bool s_isFocused;
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static inline bool s_isIconNight;
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static inline bool s_isFullscreenCursorVisible;
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static inline bool s_isChangingDisplay;
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static SDL_Surface* GetIconSurface(void* pIconBmp, size_t iconSize)
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{
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auto rw = SDL_RWFromMem(pIconBmp, iconSize);
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auto surface = SDL_LoadBMP_RW(rw, 1);
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if (!surface)
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LOGF_ERROR("Failed to load icon: {}", SDL_GetError());
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return surface;
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}
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static void SetIcon(void* pIconBmp, size_t iconSize)
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{
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if (auto icon = GetIconSurface(pIconBmp, iconSize))
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{
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SDL_SetWindowIcon(s_pWindow, icon);
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SDL_FreeSurface(icon);
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}
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}
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static void SetIcon(bool isNight = false)
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{
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if (isNight)
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{
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SetIcon(g_game_icon_night, sizeof(g_game_icon_night));
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}
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else
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{
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SetIcon(g_game_icon, sizeof(g_game_icon));
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}
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}
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static const char* GetTitle()
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{
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return Config::Language == ELanguage::Japanese
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? "SONIC WORLD ADVENTURE"
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: "SONIC UNLEASHED";
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}
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static void SetTitle(const char* title = nullptr)
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{
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SDL_SetWindowTitle(s_pWindow, title ? title : GetTitle());
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}
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static void SetDarkTitleBar(bool isEnabled)
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{
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#if _WIN32
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auto version = os::version::GetOSVersion();
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if (version.Major < 10 || version.Build <= 17763)
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return;
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auto flag = version.Build >= 18985
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? DWMWA_USE_IMMERSIVE_DARK_MODE
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: 19; // DWMWA_USE_IMMERSIVE_DARK_MODE_BEFORE_20H1
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const DWORD useImmersiveDarkMode = isEnabled;
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DwmSetWindowAttribute(s_renderWindow, flag, &useImmersiveDarkMode, sizeof(useImmersiveDarkMode));
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#endif
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}
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static bool IsFullscreen()
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{
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return SDL_GetWindowFlags(s_pWindow) & SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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static bool SetFullscreen(bool isEnabled)
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{
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if (isEnabled)
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{
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SDL_SetWindowFullscreen(s_pWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL_ShowCursor(s_isFullscreenCursorVisible ? SDL_ENABLE : SDL_DISABLE);
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}
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else
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{
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SDL_SetWindowFullscreen(s_pWindow, 0);
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SDL_ShowCursor(SDL_ENABLE);
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SetIcon(GameWindow::s_isIconNight);
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SetDimensions(Config::WindowWidth, Config::WindowHeight, Config::WindowX, Config::WindowY);
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}
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return isEnabled;
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}
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static void SetFullscreenCursorVisibility(bool isVisible)
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{
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s_isFullscreenCursorVisible = isVisible;
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if (IsFullscreen())
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{
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SDL_ShowCursor(s_isFullscreenCursorVisible ? SDL_ENABLE : SDL_DISABLE);
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}
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else
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{
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SDL_ShowCursor(SDL_ENABLE);
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}
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}
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static bool IsMaximised()
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{
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return SDL_GetWindowFlags(s_pWindow) & SDL_WINDOW_MAXIMIZED;
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}
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static EWindowState SetMaximised(bool isEnabled)
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{
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if (isEnabled)
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{
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SDL_MaximizeWindow(s_pWindow);
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}
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else
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{
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SDL_RestoreWindow(s_pWindow);
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}
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return isEnabled
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? EWindowState::Maximised
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: EWindowState::Normal;
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}
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static SDL_Rect GetDimensions()
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{
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SDL_Rect rect{};
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SDL_GetWindowPosition(s_pWindow, &rect.x, &rect.y);
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SDL_GetWindowSize(s_pWindow, &rect.w, &rect.h);
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return rect;
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}
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static void SetDimensions(int w, int h, int x = SDL_WINDOWPOS_CENTERED, int y = SDL_WINDOWPOS_CENTERED)
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{
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s_width = w;
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s_height = h;
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s_x = x;
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s_y = y;
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SDL_SetWindowSize(s_pWindow, w, h);
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SDL_ResizeEvent(s_pWindow, w, h);
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SDL_SetWindowPosition(s_pWindow, x, y);
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SDL_MoveEvent(s_pWindow, x, y);
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}
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static void ResetDimensions()
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{
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s_x = SDL_WINDOWPOS_CENTERED;
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s_y = SDL_WINDOWPOS_CENTERED;
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s_width = DEFAULT_WIDTH;
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s_height = DEFAULT_HEIGHT;
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Config::WindowX = s_x;
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Config::WindowY = s_y;
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Config::WindowWidth = s_width;
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Config::WindowHeight = s_height;
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}
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static uint32_t GetWindowFlags()
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{
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uint32_t flags = SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE;
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if (Config::WindowState == EWindowState::Maximised)
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flags |= SDL_WINDOW_MAXIMIZED;
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if (Config::Fullscreen)
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flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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#ifdef SDL_VULKAN_ENABLED
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flags |= SDL_WINDOW_VULKAN;
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#endif
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return flags;
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}
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static int GetDisplayCount()
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{
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auto result = SDL_GetNumVideoDisplays();
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if (result < 0)
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{
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LOGF_ERROR("Failed to get display count: {}", SDL_GetError());
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return 1;
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}
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return result;
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}
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static int GetDisplay()
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{
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auto displayCount = GetDisplayCount();
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for (int i = 0; i < displayCount; i++)
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{
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SDL_Rect bounds;
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if (SDL_GetDisplayBounds(i, &bounds) == 0)
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{
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auto x = s_x;
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auto y = s_y;
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if (x == SDL_WINDOWPOS_CENTERED)
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x = bounds.w / 2 - s_width / 2;
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if (y == SDL_WINDOWPOS_CENTERED)
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y = bounds.h / 2 - s_height / 2;
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if (x >= bounds.x && x < bounds.x + bounds.w &&
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y >= bounds.y && y < bounds.y + bounds.h)
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{
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return i;
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}
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}
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}
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return 0;
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}
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static void SetDisplay(int displayIndex)
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{
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if (!IsFullscreen())
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return;
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s_isChangingDisplay = true;
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SDL_Rect bounds;
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if (SDL_GetDisplayBounds(displayIndex, &bounds) == 0)
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{
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SetFullscreen(false);
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SetDimensions(bounds.w, bounds.h, bounds.x, bounds.y);
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SetFullscreen(true);
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}
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else
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{
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ResetDimensions();
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}
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}
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static bool IsPositionValid()
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{
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auto displayCount = GetDisplayCount();
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for (int i = 0; i < displayCount; i++)
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{
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SDL_Rect bounds;
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if (SDL_GetDisplayBounds(i, &bounds) == 0)
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{
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auto x = s_x;
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auto y = s_y;
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if (!Config::Fullscreen && s_width == bounds.w && s_height == bounds.h)
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return false;
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if (x == SDL_WINDOWPOS_CENTERED)
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x = bounds.w / 2 - s_width / 2;
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if (y == SDL_WINDOWPOS_CENTERED)
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y = bounds.h / 2 - s_height / 2;
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if (x >= bounds.x && x < bounds.x + bounds.w &&
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y >= bounds.y && y < bounds.y + bounds.h)
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{
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return true;
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}
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}
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}
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return false;
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}
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static void Init(bool sdlVideoDefault);
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static void Update();
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};
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