// Copyright 2015 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include #include #include #include #include #include #include #include #include #include #include #include "imgui.h" #include "Core/ConfigManager.h" #include "Core/Core.h" #include "Core/State.h" #include "DolphinQt/Host.h" #include "DolphinQt/QtUtils/ModalMessageBox.h" #include "DolphinQt/RenderWidget.h" #include "DolphinQt/Resources.h" #include "DolphinQt/Settings.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoConfig.h" RenderWidget::RenderWidget(QWidget* parent) : QWidget(parent) { setWindowTitle(QStringLiteral("Dolphin")); setWindowIcon(Resources::GetAppIcon()); setAcceptDrops(true); QPalette p; p.setColor(QPalette::Background, Qt::black); setPalette(p); connect(Host::GetInstance(), &Host::RequestTitle, this, &RenderWidget::setWindowTitle); connect(Host::GetInstance(), &Host::RequestRenderSize, this, [this](int w, int h) { if (!SConfig::GetInstance().bRenderWindowAutoSize || isFullScreen() || isMaximized()) return; resize(w, h); }); connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [this](Core::State state) { SetFillBackground(SConfig::GetInstance().bRenderToMain && state == Core::State::Uninitialized); if (state == Core::State::Running) SetImGuiKeyMap(); }); // 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, Qt::DirectConnection); connect(this, &RenderWidget::FocusChanged, Host::GetInstance(), &Host::SetRenderFocus, Qt::DirectConnection); 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::HideCursorChanged, this, &RenderWidget::OnHideCursorChanged); OnHideCursorChanged(); 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); SetFillBackground(true); } void RenderWidget::SetFillBackground(bool fill) { setAttribute(Qt::WA_OpaquePaintEvent, !fill); setAttribute(Qt::WA_NoSystemBackground, !fill); setAutoFillBackground(fill); } 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()) { ModalMessageBox::critical(this, tr("Error"), tr("Failed to open '%1'").arg(path)); return; } if (!file_info.isFile()) { return; } State::LoadAs(path.toStdString()); } void RenderWidget::OnHideCursorChanged() { setCursor(Settings::Instance().GetHideCursor() ? Qt::BlankCursor : Qt::ArrowCursor); } void RenderWidget::OnKeepOnTopChanged(bool top) { const bool was_visible = isVisible(); setWindowFlags(top ? windowFlags() | Qt::WindowStaysOnTopHint : windowFlags() & ~Qt::WindowStaysOnTopHint); if (was_visible) show(); } void RenderWidget::HandleCursorTimer() { if (isActiveWindow()) setCursor(Qt::BlankCursor); } void RenderWidget::showFullScreen() { QWidget::showFullScreen(); const auto dpr = QGuiApplication::screens()[QApplication::desktop()->screenNumber(this)]->devicePixelRatio(); emit SizeChanged(width() * dpr, height() * dpr); } bool RenderWidget::event(QEvent* event) { PassEventToImGui(event); switch (event->type()) { case QEvent::Paint: return !autoFillBackground(); case QEvent::KeyPress: { QKeyEvent* ke = static_cast(event); if (ke->key() == Qt::Key_Escape) emit EscapePressed(); // 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; break; } case QEvent::MouseMove: if (g_Config.bFreeLook) OnFreeLookMouseMove(static_cast(event)); // [[fallthrough]] case QEvent::MouseButtonPress: if (!Settings::Instance().GetHideCursor() && isActiveWindow()) { setCursor(Qt::ArrowCursor); m_mouse_timer->start(MOUSE_HIDE_DELAY); } break; case QEvent::WinIdChange: emit HandleChanged(reinterpret_cast(winId())); break; case QEvent::WindowActivate: if (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::State::Paused) Core::SetState(Core::State::Running); emit FocusChanged(true); break; case QEvent::WindowDeactivate: if (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::State::Running) Core::SetState(Core::State::Paused); emit FocusChanged(false); break; case QEvent::Resize: { const QResizeEvent* se = static_cast(event); QSize new_size = se->size(); auto* desktop = QApplication::desktop(); int screen_nr = desktop->screenNumber(this); if (screen_nr == -1) screen_nr = desktop->screenNumber(parentWidget()); const auto dpr = desktop->screen(screen_nr)->devicePixelRatio(); emit SizeChanged(new_size.width() * dpr, new_size.height() * dpr); break; } case QEvent::WindowStateChange: emit StateChanged(isFullScreen()); break; case QEvent::Close: emit Closed(); break; default: break; } return QWidget::event(event); } void RenderWidget::OnFreeLookMouseMove(QMouseEvent* event) { if (event->buttons() & Qt::MidButton) { // Mouse Move VertexShaderManager::TranslateView((event->x() - m_last_mouse[0]) / 50.0f, (event->y() - m_last_mouse[1]) / 50.0f); } else if (event->buttons() & Qt::RightButton) { // Mouse Look VertexShaderManager::RotateView((event->x() - m_last_mouse[0]) / 200.0f, (event->y() - m_last_mouse[1]) / 200.0f); } m_last_mouse[0] = event->x(); m_last_mouse[1] = event->y(); } 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(event); const bool is_down = event->type() == QEvent::KeyPress; const u32 key = static_cast(key_event->key() & 0x1FF); auto lock = g_renderer->GetImGuiLock(); if (key < ArraySize(ImGui::GetIO().KeysDown)) 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(); ImGui::GetIO().MousePos.x = static_cast(event)->x() * scale; ImGui::GetIO().MousePos.y = static_cast(event)->y() * scale; } break; case QEvent::MouseButtonPress: case QEvent::MouseButtonRelease: { auto lock = g_renderer->GetImGuiLock(); const u32 button_mask = static_cast(static_cast(event)->buttons()); for (size_t i = 0; i < ArraySize(ImGui::GetIO().MouseDown); i++) ImGui::GetIO().MouseDown[i] = (button_mask & (1u << i)) != 0; } break; default: break; } } void RenderWidget::SetImGuiKeyMap() { static const int key_map[][2] = {{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}}; auto lock = g_renderer->GetImGuiLock(); for (size_t i = 0; i < ArraySize(key_map); i++) ImGui::GetIO().KeyMap[key_map[i][0]] = (key_map[i][1] & 0x1FF); }