dolphin/Source/Core/DolphinQt2/HotkeyScheduler.cpp

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// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "DolphinQt2/HotkeyScheduler.h"
#include <algorithm>
#include <thread>
#include <QCoreApplication>
#include "AudioCommon/AudioCommon.h"
#include "Common/Thread.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/HotkeyManager.h"
#include "Core/IOS/IOS.h"
#include "Core/IOS/USB/Bluetooth/BTBase.h"
#include "Core/State.h"
#include "DolphinQt2/MainWindow.h"
#include "DolphinQt2/Settings.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
constexpr const char* DUBOIS_ALGORITHM_SHADER = "dubois";
HotkeyScheduler::HotkeyScheduler() : m_stop_requested(false)
{
HotkeyManagerEmu::Initialize();
HotkeyManagerEmu::LoadConfig();
HotkeyManagerEmu::Enable(true);
}
HotkeyScheduler::~HotkeyScheduler()
{
Stop();
}
void HotkeyScheduler::Start()
{
m_stop_requested.Set(false);
m_thread = std::thread(&HotkeyScheduler::Run, this);
}
void HotkeyScheduler::Stop()
{
m_stop_requested.Set(true);
if (m_thread.joinable())
m_thread.join();
}
static bool IsHotkey(int id, bool held = false)
{
return HotkeyManagerEmu::IsPressed(id, held);
}
static void HandleFrameskipHotkeys()
{
constexpr int MAX_FRAME_SKIP_DELAY = 60;
constexpr int FRAME_STEP_DELAY = 30;
static int frame_step_count = 0;
static int frame_step_delay = 1;
static int frame_step_delay_count = 0;
static bool frame_step_hold = false;
if (IsHotkey(HK_FRAME_ADVANCE_INCREASE_SPEED))
{
frame_step_delay = std::min(frame_step_delay + 1, MAX_FRAME_SKIP_DELAY);
return;
}
if (IsHotkey(HK_FRAME_ADVANCE_DECREASE_SPEED))
{
frame_step_delay = std::max(frame_step_delay - 1, 0);
return;
}
if (IsHotkey(HK_FRAME_ADVANCE_RESET_SPEED))
{
frame_step_delay = 1;
return;
}
if (IsHotkey(HK_FRAME_ADVANCE, true))
{
if (frame_step_delay_count < frame_step_delay && frame_step_hold)
frame_step_delay_count++;
// TODO GUI Update (Depends on an unimplemented feature)
// if ((frame_step_count == 0 || frame_step_count == FRAME_STEP_DELAY) && !frame_step_hold)
if (frame_step_count < FRAME_STEP_DELAY)
{
++frame_step_count;
if (frame_step_hold)
frame_step_hold = false;
}
if (frame_step_count == FRAME_STEP_DELAY && frame_step_hold &&
frame_step_delay_count >= frame_step_delay)
{
frame_step_hold = false;
frame_step_delay_count = 0;
}
return;
}
if (frame_step_count > 0)
{
// Reset frame advance
frame_step_count = 0;
frame_step_hold = false;
frame_step_delay_count = 0;
}
}
void HotkeyScheduler::Run()
{
while (!m_stop_requested.IsSet())
{
Common::SleepCurrentThread(1000 / 60);
if (!HotkeyManagerEmu::IsEnabled())
continue;
if (Core::GetState() == Core::State::Uninitialized || Core::GetState() == Core::State::Paused)
g_controller_interface.UpdateInput();
if (Core::GetState() != Core::State::Stopping)
{
HotkeyManagerEmu::GetStatus();
if (!Core::IsRunningAndStarted())
continue;
// Fullscreen
if (IsHotkey(HK_FULLSCREEN))
emit FullScreenHotkey();
// Pause and Unpause
if (IsHotkey(HK_PLAY_PAUSE))
emit PauseHotkey();
// Stop
if (IsHotkey(HK_STOP))
emit StopHotkey();
// Frameskipping
HandleFrameskipHotkeys();
// Screenshot
if (IsHotkey(HK_SCREENSHOT))
emit ScreenShotHotkey();
// Exit
if (IsHotkey(HK_EXIT))
emit ExitHotkey();
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auto& settings = Settings::Instance();
// Volume
if (IsHotkey(HK_VOLUME_DOWN))
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settings.DecreaseVolume(3);
if (IsHotkey(HK_VOLUME_UP))
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settings.IncreaseVolume(3);
if (IsHotkey(HK_VOLUME_TOGGLE_MUTE))
AudioCommon::ToggleMuteVolume();
// Wiimote
if (SConfig::GetInstance().m_bt_passthrough_enabled)
{
const auto ios = IOS::HLE::GetIOS();
auto device = ios ? ios->GetDeviceByName("/dev/usb/oh1/57e/305") : nullptr;
if (device != nullptr)
std::static_pointer_cast<IOS::HLE::Device::BluetoothBase>(device)->UpdateSyncButtonState(
IsHotkey(HK_TRIGGER_SYNC_BUTTON, true));
}
// TODO Debugging shortcuts (Separate PR)
if (SConfig::GetInstance().bWii)
{
int wiimote_id = -1;
if (IsHotkey(HK_WIIMOTE1_CONNECT))
wiimote_id = 0;
if (IsHotkey(HK_WIIMOTE2_CONNECT))
wiimote_id = 1;
if (IsHotkey(HK_WIIMOTE3_CONNECT))
wiimote_id = 2;
if (IsHotkey(HK_WIIMOTE4_CONNECT))
wiimote_id = 3;
if (IsHotkey(HK_BALANCEBOARD_CONNECT))
wiimote_id = 4;
// TODO Implement Wiimote connecting / disconnecting (Separate PR)
// if (wiimote_id > -1)
}
// Graphics
if (IsHotkey(HK_INCREASE_IR))
++g_Config.iEFBScale;
if (IsHotkey(HK_DECREASE_IR))
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g_Config.iEFBScale = std::max(g_Config.iEFBScale - 1, EFB_SCALE_AUTO_INTEGRAL);
if (IsHotkey(HK_TOGGLE_CROP))
g_Config.bCrop = !g_Config.bCrop;
if (IsHotkey(HK_TOGGLE_AR))
g_Config.iAspectRatio = (g_Config.iAspectRatio + 1) & 3;
if (IsHotkey(HK_TOGGLE_EFBCOPIES))
g_Config.bSkipEFBCopyToRam = !g_Config.bSkipEFBCopyToRam;
if (IsHotkey(HK_TOGGLE_FOG))
g_Config.bDisableFog = !g_Config.bDisableFog;
if (IsHotkey(HK_TOGGLE_DUMPTEXTURES))
g_Config.bDumpTextures = !g_Config.bDumpTextures;
if (IsHotkey(HK_TOGGLE_TEXTURES))
g_Config.bHiresTextures = !g_Config.bHiresTextures;
Core::SetIsThrottlerTempDisabled(IsHotkey(HK_TOGGLE_THROTTLE, true));
if (IsHotkey(HK_DECREASE_EMULATION_SPEED))
{
auto speed = SConfig::GetInstance().m_EmulationSpeed - 0.1;
speed = (speed <= 0 || (speed >= 0.95 && speed <= 1.05)) ? 1.0 : speed;
SConfig::GetInstance().m_EmulationSpeed = speed;
}
if (IsHotkey(HK_INCREASE_EMULATION_SPEED))
{
auto speed = SConfig::GetInstance().m_EmulationSpeed + 0.1;
speed = (speed >= 0.95 && speed <= 1.05) ? 1.0 : speed;
SConfig::GetInstance().m_EmulationSpeed = speed;
}
// Slot Saving / Loading
if (IsHotkey(HK_SAVE_STATE_SLOT_SELECTED))
emit StateSaveSlotHotkey();
if (IsHotkey(HK_LOAD_STATE_SLOT_SELECTED))
emit StateLoadSlotHotkey();
// Stereoscopy
if (IsHotkey(HK_TOGGLE_STEREO_SBS) || IsHotkey(HK_TOGGLE_STEREO_TAB))
{
if (g_Config.iStereoMode != STEREO_SBS)
{
// Disable post-processing shader, as stereoscopy itself is currently a shader
if (g_Config.sPostProcessingShader == DUBOIS_ALGORITHM_SHADER)
g_Config.sPostProcessingShader = "";
g_Config.iStereoMode = IsHotkey(HK_TOGGLE_STEREO_SBS) ? STEREO_SBS : STEREO_TAB;
}
else
{
g_Config.iStereoMode = STEREO_OFF;
}
}
if (IsHotkey(HK_TOGGLE_STEREO_ANAGLYPH))
{
if (g_Config.iStereoMode != STEREO_ANAGLYPH)
{
g_Config.iStereoMode = STEREO_ANAGLYPH;
g_Config.sPostProcessingShader = DUBOIS_ALGORITHM_SHADER;
}
else
{
g_Config.iStereoMode = STEREO_OFF;
g_Config.sPostProcessingShader = "";
}
}
if (IsHotkey(HK_TOGGLE_STEREO_3DVISION))
{
if (g_Config.iStereoMode != STEREO_3DVISION)
{
if (g_Config.sPostProcessingShader == DUBOIS_ALGORITHM_SHADER)
g_Config.sPostProcessingShader = "";
g_Config.iStereoMode = STEREO_3DVISION;
}
else
{
g_Config.iStereoMode = STEREO_OFF;
}
}
}
if (IsHotkey(HK_DECREASE_DEPTH, true))
g_Config.iStereoDepth = std::max(g_Config.iStereoDepth - 1, 0);
if (IsHotkey(HK_INCREASE_DEPTH, true))
g_Config.iStereoDepth = std::min(g_Config.iStereoDepth + 1, 100);
if (IsHotkey(HK_DECREASE_CONVERGENCE, true))
g_Config.iStereoConvergence = std::max(g_Config.iStereoConvergence - 5, 0);
if (IsHotkey(HK_INCREASE_CONVERGENCE, true))
g_Config.iStereoConvergence = std::min(g_Config.iStereoConvergence + 5, 500);
// Freelook
static float fl_speed = 1.0;
if (IsHotkey(HK_FREELOOK_DECREASE_SPEED, true))
fl_speed /= 1.1f;
if (IsHotkey(HK_FREELOOK_INCREASE_SPEED, true))
fl_speed *= 1.1f;
if (IsHotkey(HK_FREELOOK_RESET_SPEED, true))
fl_speed = 1.0;
if (IsHotkey(HK_FREELOOK_UP, true))
VertexShaderManager::TranslateView(0.0, 0.0, -fl_speed);
if (IsHotkey(HK_FREELOOK_DOWN, true))
VertexShaderManager::TranslateView(0.0, 0.0, fl_speed);
if (IsHotkey(HK_FREELOOK_LEFT, true))
VertexShaderManager::TranslateView(fl_speed, 0.0);
if (IsHotkey(HK_FREELOOK_RIGHT, true))
VertexShaderManager::TranslateView(-fl_speed, 0.0);
if (IsHotkey(HK_FREELOOK_ZOOM_IN, true))
VertexShaderManager::TranslateView(0.0, fl_speed);
if (IsHotkey(HK_FREELOOK_ZOOM_OUT, true))
VertexShaderManager::TranslateView(0.0, -fl_speed);
if (IsHotkey(HK_FREELOOK_RESET, true))
VertexShaderManager::ResetView();
// Savestates
for (u32 i = 0; i < State::NUM_STATES; i++)
{
if (IsHotkey(HK_LOAD_STATE_SLOT_1 + i))
State::Load(i + 1);
if (IsHotkey(HK_SAVE_STATE_SLOT_1 + i))
State::Save(i + 1);
if (IsHotkey(HK_LOAD_LAST_STATE_1 + i))
State::LoadLastSaved(i + 1);
if (IsHotkey(HK_SELECT_STATE_SLOT_1 + i))
emit SetStateSlotHotkey(i + 1);
}
if (IsHotkey(HK_SAVE_FIRST_STATE))
State::SaveFirstSaved();
if (IsHotkey(HK_UNDO_LOAD_STATE))
State::UndoLoadState();
if (IsHotkey(HK_UNDO_SAVE_STATE))
State::UndoSaveState();
}
}