167 lines
4.6 KiB
C++
167 lines
4.6 KiB
C++
/*
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Copyright 2021 flyinghead
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This file is part of Flycast.
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Flycast is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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Flycast is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Flycast. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include "opengl_driver.h"
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#include "imgui_impl_opengl3.h"
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#include "wsi/gl_context.h"
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#include "rend/osd.h"
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#include "rend/gui.h"
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static constexpr int vmu_coords[8][2] = {
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{ 0 , 0 },
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{ 0 , 0 },
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{ 1 , 0 },
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{ 1 , 0 },
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{ 0 , 1 },
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{ 0 , 1 },
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{ 1 , 1 },
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{ 1 , 1 },
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};
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constexpr int VMU_WIDTH = 70 * 48 / 32;
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constexpr int VMU_HEIGHT = 70;
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constexpr int VMU_PADDING = 8;
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OpenGLDriver::OpenGLDriver()
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{
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for (auto& tex : vmu_lcd_tex_ids)
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tex = ImTextureID();
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ImGui_ImplOpenGL3_Init();
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EventManager::listen(Event::Start, emuEventCallback, this);
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EventManager::listen(Event::Terminate, emuEventCallback, this);
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}
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OpenGLDriver::~OpenGLDriver()
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{
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EventManager::unlisten(Event::Start, emuEventCallback, this);
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EventManager::unlisten(Event::Terminate, emuEventCallback, this);
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for (u32 i = 0; i < ARRAY_SIZE(vmu_lcd_status); i++)
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{
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if (vmu_lcd_tex_ids[i] != ImTextureID())
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{
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ImGui_ImplOpenGL3_DeleteTexture(vmu_lcd_tex_ids[i]);
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vmu_lcd_tex_ids[i] = ImTextureID();
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}
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}
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if (crosshairTexId != ImTextureID())
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{
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ImGui_ImplOpenGL3_DeleteTexture(crosshairTexId);
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crosshairTexId = ImTextureID();
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}
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ImGui_ImplOpenGL3_Shutdown();
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}
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void OpenGLDriver::displayVmus()
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{
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if (!gameStarted)
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return;
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ImGui::SetNextWindowBgAlpha(0);
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ImGui::SetNextWindowPos(ImVec2(0, 0));
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ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize);
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ImGui::Begin("vmu-window", nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoInputs
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| ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoFocusOnAppearing);
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const float width = VMU_WIDTH * scaling;
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const float height = VMU_HEIGHT * scaling;
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const float padding = VMU_PADDING * scaling;
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for (int i = 0; i < 8; i++)
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{
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if (!vmu_lcd_status[i])
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continue;
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if (vmu_lcd_tex_ids[i] != (ImTextureID)0)
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ImGui_ImplOpenGL3_DeleteTexture(vmu_lcd_tex_ids[i]);
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vmu_lcd_tex_ids[i] = ImGui_ImplOpenGL3_CreateVmuTexture(vmu_lcd_data[i]);
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int x = vmu_coords[i][0];
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int y = vmu_coords[i][1];
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ImVec2 pos;
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if (x == 0)
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pos.x = padding;
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else
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pos.x = ImGui::GetIO().DisplaySize.x - width - padding;
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if (y == 0)
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{
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pos.y = padding;
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if (i & 1)
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pos.y += height + padding;
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}
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else
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{
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pos.y = ImGui::GetIO().DisplaySize.y - height - padding;
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if (i & 1)
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pos.y -= height + padding;
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}
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ImVec2 pos_b(pos.x + width, pos.y + height);
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ImGui::GetWindowDrawList()->AddImage(vmu_lcd_tex_ids[i], pos, pos_b, ImVec2(0, 1), ImVec2(1, 0), 0xC0ffffff);
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}
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ImGui::End();
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}
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void OpenGLDriver::displayCrosshairs()
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{
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if (!gameStarted)
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return;
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if (!crosshairsNeeded())
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return;
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if (crosshairTexId == ImTextureID())
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crosshairTexId = ImGui_ImplOpenGL3_CreateCrosshairTexture(getCrosshairTextureData());
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ImGui::SetNextWindowBgAlpha(0);
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ImGui::SetNextWindowPos(ImVec2(0, 0));
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ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize);
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ImGui::Begin("xhair-window", nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoInputs
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| ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoFocusOnAppearing);
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for (u32 i = 0; i < config::CrosshairColor.size(); i++)
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{
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if (config::CrosshairColor[i] == 0)
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continue;
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if (settings.platform.isConsole() && config::MapleMainDevices[i] != MDT_LightGun)
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continue;
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ImVec2 pos;
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std::tie(pos.x, pos.y) = getCrosshairPosition(i);
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pos.x -= (XHAIR_WIDTH * scaling) / 2.f;
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pos.y += (XHAIR_WIDTH * scaling) / 2.f;
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ImVec2 pos_b(pos.x + XHAIR_WIDTH * scaling, pos.y - XHAIR_HEIGHT * scaling);
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ImGui::GetWindowDrawList()->AddImage(crosshairTexId, pos, pos_b, ImVec2(0, 1), ImVec2(1, 0), config::CrosshairColor[i]);
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}
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ImGui::End();
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}
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void OpenGLDriver::newFrame()
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{
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ImGui_ImplOpenGL3_NewFrame();
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}
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void OpenGLDriver::renderDrawData(ImDrawData* drawData)
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{
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ImGui_ImplOpenGL3_RenderDrawData(drawData);
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frameRendered = true;
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}
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void OpenGLDriver::present()
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{
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// FIXME we only rely on whether some imgui stuff has been rendered, which is kinda weak
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if (frameRendered)
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theGLContext.swap();
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frameRendered = false;
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}
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