dolphin/Source/Core/DolphinQt/RenderWidget.cpp

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// Copyright 2015 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#include "DolphinQt/RenderWidget.h"
#include <array>
#include <QApplication>
#include <QDragEnterEvent>
#include <QDropEvent>
#include <QFileInfo>
#include <QGuiApplication>
#include <QIcon>
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#include <QKeyEvent>
#include <QMimeData>
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#include <QMouseEvent>
#include <QPalette>
#include <QScreen>
#include <QTimer>
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#include <QWindow>
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#include <imgui.h>
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#include "Core/Config/MainSettings.h"
#include "Core/Core.h"
#include "Core/State.h"
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#include "DolphinQt/Host.h"
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#include "DolphinQt/QtUtils/ModalMessageBox.h"
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#include "DolphinQt/Resources.h"
#include "DolphinQt/Settings.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VideoConfig.h"
#ifdef _WIN32
#include <Windows.h>
#endif
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RenderWidget::RenderWidget(QWidget* parent) : QWidget(parent)
{
setWindowTitle(QStringLiteral("Dolphin"));
setWindowIcon(Resources::GetAppIcon());
setWindowRole(QStringLiteral("renderer"));
setAcceptDrops(true);
QPalette p;
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p.setColor(QPalette::Window, Qt::black);
setPalette(p);
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connect(Host::GetInstance(), &Host::RequestTitle, this, &RenderWidget::setWindowTitle);
connect(Host::GetInstance(), &Host::RequestRenderSize, this, [this](int w, int h) {
if (!Config::Get(Config::MAIN_RENDER_WINDOW_AUTOSIZE) || isFullScreen() || isMaximized())
return;
const auto dpr = window()->windowHandle()->screen()->devicePixelRatio();
resize(w / dpr, h / dpr);
});
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connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [this](Core::State state) {
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if (state == Core::State::Running)
SetImGuiKeyMap();
});
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// We have to use Qt::DirectConnection here because we don't want those signals to get queued
// (which results in them not getting called)
connect(this, &RenderWidget::StateChanged, Host::GetInstance(), &Host::SetRenderFullscreen,
Qt::DirectConnection);
connect(this, &RenderWidget::HandleChanged, Host::GetInstance(), &Host::SetRenderHandle,
Qt::DirectConnection);
connect(this, &RenderWidget::SizeChanged, Host::GetInstance(), &Host::ResizeSurface,
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Qt::DirectConnection);
connect(this, &RenderWidget::FocusChanged, Host::GetInstance(), &Host::SetRenderFocus,
Qt::DirectConnection);
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m_mouse_timer = new QTimer(this);
connect(m_mouse_timer, &QTimer::timeout, this, &RenderWidget::HandleCursorTimer);
m_mouse_timer->setSingleShot(true);
setMouseTracking(true);
connect(&Settings::Instance(), &Settings::CursorVisibilityChanged, this,
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&RenderWidget::OnHideCursorChanged);
connect(&Settings::Instance(), &Settings::LockCursorChanged, this,
&RenderWidget::OnLockCursorChanged);
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OnHideCursorChanged();
OnLockCursorChanged();
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connect(&Settings::Instance(), &Settings::KeepWindowOnTopChanged, this,
&RenderWidget::OnKeepOnTopChanged);
OnKeepOnTopChanged(Settings::Instance().IsKeepWindowOnTopEnabled());
m_mouse_timer->start(MOUSE_HIDE_DELAY);
// We need a native window to render into.
setAttribute(Qt::WA_NativeWindow);
setAttribute(Qt::WA_PaintOnScreen);
}
QPaintEngine* RenderWidget::paintEngine() const
{
return nullptr;
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}
void RenderWidget::dragEnterEvent(QDragEnterEvent* event)
{
if (event->mimeData()->hasUrls() && event->mimeData()->urls().size() == 1)
event->acceptProposedAction();
}
void RenderWidget::dropEvent(QDropEvent* event)
{
const auto& urls = event->mimeData()->urls();
if (urls.empty())
return;
const auto& url = urls[0];
QFileInfo file_info(url.toLocalFile());
auto path = file_info.filePath();
if (!file_info.exists() || !file_info.isReadable())
{
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ModalMessageBox::critical(this, tr("Error"), tr("Failed to open '%1'").arg(path));
return;
}
if (!file_info.isFile())
{
return;
}
State::LoadAs(path.toStdString());
}
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void RenderWidget::OnHideCursorChanged()
{
UpdateCursor();
}
void RenderWidget::OnLockCursorChanged()
{
SetCursorLocked(false);
UpdateCursor();
}
// Calling this at any time will set the cursor (image) to the correct state
void RenderWidget::UpdateCursor()
{
if (!Settings::Instance().GetLockCursor())
{
// Only hide if the cursor is automatically locking (it will hide on lock).
// "Unhide" the cursor if we lost focus, otherwise it will disappear when hovering
// on top of the game window in the background
const bool keep_on_top = (windowFlags() & Qt::WindowStaysOnTopHint) != 0;
const bool should_hide =
(Settings::Instance().GetCursorVisibility() == Config::ShowCursor::Never) &&
(keep_on_top || Config::Get(Config::MAIN_INPUT_BACKGROUND_INPUT) || isActiveWindow());
setCursor(should_hide ? Qt::BlankCursor : Qt::ArrowCursor);
}
else
{
setCursor((m_cursor_locked &&
Settings::Instance().GetCursorVisibility() == Config::ShowCursor::Never) ?
Qt::BlankCursor :
Qt::ArrowCursor);
}
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}
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void RenderWidget::OnKeepOnTopChanged(bool top)
{
const bool was_visible = isVisible();
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setWindowFlags(top ? windowFlags() | Qt::WindowStaysOnTopHint :
windowFlags() & ~Qt::WindowStaysOnTopHint);
m_dont_lock_cursor_on_show = true;
if (was_visible)
show();
m_dont_lock_cursor_on_show = false;
UpdateCursor();
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}
void RenderWidget::HandleCursorTimer()
{
if (!isActiveWindow())
return;
if ((!Settings::Instance().GetLockCursor() || m_cursor_locked) &&
Settings::Instance().GetCursorVisibility() == Config::ShowCursor::OnMovement)
{
setCursor(Qt::BlankCursor);
}
}
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void RenderWidget::showFullScreen()
{
QWidget::showFullScreen();
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QScreen* screen = window()->windowHandle()->screen();
const auto dpr = screen->devicePixelRatio();
emit SizeChanged(width() * dpr, height() * dpr);
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}
// Lock the cursor within the window/widget internal borders, including the aspect ratio if wanted
void RenderWidget::SetCursorLocked(bool locked, bool follow_aspect_ratio)
{
// It seems like QT doesn't scale the window frame correctly with some DPIs
// so it might happen that the locked cursor can be on the frame of the window,
// being able to resize it, but that is a minor problem.
// As a hack, if necessary, we could always scale down the size by 2 pixel, to a min of 1 given
// that the size can be 0 already. We probably shouldn't scale axes already scaled by aspect ratio
QRect render_rect = geometry();
if (parentWidget())
{
render_rect.moveTopLeft(parentWidget()->mapToGlobal(render_rect.topLeft()));
}
auto scale = devicePixelRatioF(); // Seems to always be rounded on Win. Should we round results?
QPoint screen_offset = QPoint(0, 0);
if (window()->windowHandle() && window()->windowHandle()->screen())
{
screen_offset = window()->windowHandle()->screen()->geometry().topLeft();
}
render_rect.moveTopLeft(((render_rect.topLeft() - screen_offset) * scale) + screen_offset);
render_rect.setSize(render_rect.size() * scale);
if (follow_aspect_ratio)
{
// TODO: SetCursorLocked() should be re-called every time this value is changed?
// This might cause imprecisions of one pixel (but it won't cause the cursor to go over borders)
Common::Vec2 aspect_ratio = g_controller_interface.GetWindowInputScale();
if (aspect_ratio.x > 1.f)
{
const float new_half_width = float(render_rect.width()) / (aspect_ratio.x * 2.f);
// Only ceil if it was >= 0.25
const float ceiled_new_half_width = std::ceil(std::round(new_half_width * 2.f) / 2.f);
const int x_center = render_rect.center().x();
// Make a guess on which one to floor and ceil.
// For more precision, we should have kept the rounding point scale from above as well.
render_rect.setLeft(x_center - std::floor(new_half_width));
render_rect.setRight(x_center + ceiled_new_half_width);
}
if (aspect_ratio.y > 1.f)
{
const float new_half_height = render_rect.height() / (aspect_ratio.y * 2.f);
const float ceiled_new_half_height = std::ceil(std::round(new_half_height * 2.f) / 2.f);
const int y_center = render_rect.center().y();
render_rect.setTop(y_center - std::floor(new_half_height));
render_rect.setBottom(y_center + ceiled_new_half_height);
}
}
if (locked)
{
#ifdef _WIN32
RECT rect;
rect.left = render_rect.left();
rect.right = render_rect.right();
rect.top = render_rect.top();
rect.bottom = render_rect.bottom();
if (ClipCursor(&rect))
#else
// TODO: implement on other platforms. Probably XGrabPointer on Linux.
// The setting is hidden in the UI if not implemented
if (false)
#endif
{
m_cursor_locked = true;
if (Settings::Instance().GetCursorVisibility() != Config::ShowCursor::Constantly)
{
setCursor(Qt::BlankCursor);
}
Host::GetInstance()->SetRenderFullFocus(true);
}
}
else
{
#ifdef _WIN32
ClipCursor(nullptr);
#endif
if (m_cursor_locked)
{
m_cursor_locked = false;
if (!Settings::Instance().GetLockCursor())
{
return;
}
// Center the mouse in the window if it's still active
// Leave it where it was otherwise, e.g. a prompt has opened or we alt tabbed.
if (isActiveWindow())
{
cursor().setPos(render_rect.left() + render_rect.width() / 2,
render_rect.top() + render_rect.height() / 2);
}
// Show the cursor or the user won't know the mouse is now unlocked
setCursor(Qt::ArrowCursor);
Host::GetInstance()->SetRenderFullFocus(false);
}
}
}
void RenderWidget::SetCursorLockedOnNextActivation(bool locked)
{
if (Settings::Instance().GetLockCursor())
{
m_lock_cursor_on_next_activation = locked;
return;
}
m_lock_cursor_on_next_activation = false;
}
void RenderWidget::SetWaitingForMessageBox(bool waiting_for_message_box)
{
if (m_waiting_for_message_box == waiting_for_message_box)
{
return;
}
m_waiting_for_message_box = waiting_for_message_box;
if (!m_waiting_for_message_box && m_lock_cursor_on_next_activation && isActiveWindow())
{
if (Settings::Instance().GetLockCursor())
{
SetCursorLocked(true);
}
m_lock_cursor_on_next_activation = false;
}
}
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bool RenderWidget::event(QEvent* event)
{
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PassEventToImGui(event);
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switch (event->type())
{
case QEvent::KeyPress:
{
QKeyEvent* ke = static_cast<QKeyEvent*>(event);
if (ke->key() == Qt::Key_Escape)
emit EscapePressed();
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// The render window might flicker on some platforms because Qt tries to change focus to a new
// element when there is none (?) Handling this event before it reaches QWidget fixes the issue.
if (ke->key() == Qt::Key_Tab)
return true;
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break;
}
// Needed in case a new window open and it moves the mouse
case QEvent::WindowBlocked:
SetCursorLocked(false);
break;
case QEvent::MouseButtonPress:
if (isActiveWindow())
{
// Lock the cursor with any mouse button click (behave the same as window focus change).
// This event is occasionally missed because isActiveWindow is laggy
if (Settings::Instance().GetLockCursor())
{
SetCursorLocked(true);
}
}
break;
case QEvent::MouseMove:
// Unhide on movement
if (Settings::Instance().GetCursorVisibility() == Config::ShowCursor::OnMovement)
{
setCursor(Qt::ArrowCursor);
m_mouse_timer->start(MOUSE_HIDE_DELAY);
}
break;
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case QEvent::WinIdChange:
emit HandleChanged(reinterpret_cast<void*>(winId()));
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break;
case QEvent::Show:
// Don't do if "stay on top" changed (or was true)
if (Settings::Instance().GetLockCursor() &&
Settings::Instance().GetCursorVisibility() != Config::ShowCursor::Constantly &&
!m_dont_lock_cursor_on_show)
{
// Auto lock when this window is shown (it was hidden)
if (isActiveWindow())
SetCursorLocked(true);
else
SetCursorLockedOnNextActivation();
}
break;
// Note that this event in Windows is not always aligned to the window that is highlighted,
// it's the window that has keyboard and mouse focus
case QEvent::WindowActivate:
if (m_should_unpause_on_focus && Core::GetState() == Core::State::Paused)
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Core::SetState(Core::State::Running);
m_should_unpause_on_focus = false;
UpdateCursor();
// Avoid "race conditions" with message boxes
if (m_lock_cursor_on_next_activation && !m_waiting_for_message_box)
{
if (Settings::Instance().GetLockCursor())
{
SetCursorLocked(true);
}
m_lock_cursor_on_next_activation = false;
}
emit FocusChanged(true);
break;
case QEvent::WindowDeactivate:
SetCursorLocked(false);
UpdateCursor();
if (Config::Get(Config::MAIN_PAUSE_ON_FOCUS_LOST) && Core::GetState() == Core::State::Running)
{
// If we are declared as the CPU or GPU thread, it means that the real CPU or GPU thread
// is waiting for us to finish showing a panic alert (with that panic alert likely being
// the cause of this event), so trying to pause the core would cause a deadlock
if (!Core::IsCPUThread() && !Core::IsGPUThread())
{
m_should_unpause_on_focus = true;
Core::SetState(Core::State::Paused);
}
}
emit FocusChanged(false);
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break;
case QEvent::Move:
SetCursorLocked(m_cursor_locked);
break;
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case QEvent::Resize:
{
SetCursorLocked(m_cursor_locked);
const QResizeEvent* se = static_cast<QResizeEvent*>(event);
QSize new_size = se->size();
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QScreen* screen = window()->windowHandle()->screen();
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const auto dpr = screen->devicePixelRatio();
emit SizeChanged(new_size.width() * dpr, new_size.height() * dpr);
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break;
}
// Happens when we add/remove the widget from the main window instead of the dedicated one
case QEvent::ParentChange:
SetCursorLocked(false);
break;
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case QEvent::WindowStateChange:
// Lock the mouse again when fullscreen changes (we might have missed some events)
SetCursorLocked(m_cursor_locked || (isFullScreen() && Settings::Instance().GetLockCursor()));
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emit StateChanged(isFullScreen());
break;
case QEvent::Close:
emit Closed();
break;
default:
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break;
}
return QWidget::event(event);
}
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void RenderWidget::PassEventToImGui(const QEvent* event)
{
if (!Core::IsRunningAndStarted())
return;
switch (event->type())
{
case QEvent::KeyPress:
case QEvent::KeyRelease:
{
// As the imgui KeysDown array is only 512 elements wide, and some Qt keys which
// we need to track (e.g. alt) are above this value, we mask the lower 9 bits.
// Even masked, the key codes are still unique, so conflicts aren't an issue.
// The actual text input goes through AddInputCharactersUTF8().
const QKeyEvent* key_event = static_cast<const QKeyEvent*>(event);
const bool is_down = event->type() == QEvent::KeyPress;
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const u32 key = static_cast<u32>(key_event->key() & 0x1FF);
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auto lock = g_renderer->GetImGuiLock();
if (key < std::size(ImGui::GetIO().KeysDown))
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ImGui::GetIO().KeysDown[key] = is_down;
if (is_down)
{
auto utf8 = key_event->text().toUtf8();
ImGui::GetIO().AddInputCharactersUTF8(utf8.constData());
}
}
break;
case QEvent::MouseMove:
{
auto lock = g_renderer->GetImGuiLock();
// Qt multiplies all coordinates by the scaling factor in highdpi mode, giving us "scaled" mouse
// coordinates (as if the screen was standard dpi). We need to update the mouse position in
// native coordinates, as the UI (and game) is rendered at native resolution.
const float scale = devicePixelRatio();
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ImGui::GetIO().MousePos.x = static_cast<const QMouseEvent*>(event)->pos().x() * scale;
ImGui::GetIO().MousePos.y = static_cast<const QMouseEvent*>(event)->pos().y() * scale;
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}
break;
case QEvent::MouseButtonPress:
case QEvent::MouseButtonRelease:
{
auto lock = g_renderer->GetImGuiLock();
const u32 button_mask = static_cast<u32>(static_cast<const QMouseEvent*>(event)->buttons());
for (size_t i = 0; i < std::size(ImGui::GetIO().MouseDown); i++)
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ImGui::GetIO().MouseDown[i] = (button_mask & (1u << i)) != 0;
}
break;
default:
break;
}
}
void RenderWidget::SetImGuiKeyMap()
{
static constexpr std::array<std::array<int, 2>, 21> key_map{{
{ImGuiKey_Tab, Qt::Key_Tab},
{ImGuiKey_LeftArrow, Qt::Key_Left},
{ImGuiKey_RightArrow, Qt::Key_Right},
{ImGuiKey_UpArrow, Qt::Key_Up},
{ImGuiKey_DownArrow, Qt::Key_Down},
{ImGuiKey_PageUp, Qt::Key_PageUp},
{ImGuiKey_PageDown, Qt::Key_PageDown},
{ImGuiKey_Home, Qt::Key_Home},
{ImGuiKey_End, Qt::Key_End},
{ImGuiKey_Insert, Qt::Key_Insert},
{ImGuiKey_Delete, Qt::Key_Delete},
{ImGuiKey_Backspace, Qt::Key_Backspace},
{ImGuiKey_Space, Qt::Key_Space},
{ImGuiKey_Enter, Qt::Key_Return},
{ImGuiKey_Escape, Qt::Key_Escape},
{ImGuiKey_A, Qt::Key_A},
{ImGuiKey_C, Qt::Key_C},
{ImGuiKey_V, Qt::Key_V},
{ImGuiKey_X, Qt::Key_X},
{ImGuiKey_Y, Qt::Key_Y},
{ImGuiKey_Z, Qt::Key_Z},
}};
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auto lock = g_renderer->GetImGuiLock();
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for (auto [imgui_key, qt_key] : key_map)
ImGui::GetIO().KeyMap[imgui_key] = (qt_key & 0x1FF);
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}