pcsx2/pcsx2-qt/QtHost.h

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// SPDX-FileCopyrightText: 2002-2024 PCSX2 Dev Team
// SPDX-License-Identifier: LGPL-3.0+
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#pragma once
#include <atomic>
#include <memory>
#include <functional>
#include <optional>
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#include <string>
#include <string_view>
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#include "pcsx2/Host.h"
#include "pcsx2/Input/InputManager.h"
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#include "pcsx2/VMManager.h"
#include <QtCore/QList>
#include <QtCore/QEventLoop>
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#include <QtCore/QMetaType>
#include <QtCore/QPair>
#include <QtCore/QString>
#include <QtCore/QSemaphore>
#include <QtCore/QString>
#include <QtCore/QTimer>
#include <QtCore/QThread>
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#include <QtGui/QIcon>
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class SettingsInterface;
class DisplayWidget;
struct VMBootParameters;
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enum class CDVD_SourceType : uint8_t;
namespace Achievements
{
enum class LoginRequestReason;
}
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Q_DECLARE_METATYPE(std::shared_ptr<VMBootParameters>);
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Q_DECLARE_METATYPE(std::optional<bool>);
Q_DECLARE_METATYPE(GSRendererType);
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Q_DECLARE_METATYPE(InputBindingKey);
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Q_DECLARE_METATYPE(CDVD_SourceType);
Q_DECLARE_METATYPE(Achievements::LoginRequestReason);
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class EmuThread : public QThread
{
Q_OBJECT
public:
explicit EmuThread(QThread* ui_thread);
~EmuThread();
static void start();
static void stop();
__fi QEventLoop* getEventLoop() const { return m_event_loop; }
__fi bool isFullscreen() const { return m_is_fullscreen; }
__fi bool isExclusiveFullscreen() const { return m_is_exclusive_fullscreen; }
__fi bool isRenderingToMain() const { return m_is_rendering_to_main; }
__fi bool isSurfaceless() const { return m_is_surfaceless; }
__fi bool isRunningFullscreenUI() const { return m_run_fullscreen_ui.load(std::memory_order_acquire); }
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__fi bool isOnEmuThread() const { return (QThread::currentThread() == this); }
__fi bool isOnUIThread() const { return (QThread::currentThread() == m_ui_thread); }
bool shouldRenderToMain() const;
/// Called back from the GS thread when the display state changes (e.g. fullscreen, render to main).
std::optional<WindowInfo> acquireRenderWindow(bool recreate_window);
void connectDisplaySignals(DisplayWidget* widget);
void releaseRenderWindow();
void startBackgroundControllerPollTimer();
void stopBackgroundControllerPollTimer();
void updatePerformanceMetrics(bool force);
public Q_SLOTS:
bool confirmMessage(const QString& title, const QString& message);
void loadSettings(SettingsInterface& si, std::unique_lock<std::mutex>& lock);
void checkForSettingChanges(const Pcsx2Config& old_config);
void startFullscreenUI(bool fullscreen);
void stopFullscreenUI();
void startVM(std::shared_ptr<VMBootParameters> boot_params);
void resetVM();
void setVMPaused(bool paused);
void shutdownVM(bool save_state = true);
void loadState(const QString& filename);
void loadStateFromSlot(qint32 slot);
void saveState(const QString& filename);
void saveStateToSlot(qint32 slot);
void toggleFullscreen();
void setFullscreen(bool fullscreen, bool allow_render_to_main);
void setSurfaceless(bool surfaceless);
void applySettings();
void reloadGameSettings();
void updateEmuFolders();
void toggleSoftwareRendering();
void changeDisc(CDVD_SourceType source, const QString& path);
void setELFOverride(const QString& path);
void changeGSDump(const QString& path);
void reloadPatches();
void reloadInputSources();
void reloadInputBindings();
void reloadInputDevices();
void closeInputSources();
void requestDisplaySize(float scale);
void enumerateInputDevices();
void enumerateVibrationMotors();
void runOnCPUThread(const std::function<void()>& func);
void queueSnapshot(quint32 gsdump_frames);
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void beginCapture(const QString& path);
void endCapture();
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void setAudioOutputVolume(int volume, int fast_forward_volume);
void setAudioOutputMuted(bool muted);
Q_SIGNALS:
bool messageConfirmed(const QString& title, const QString& message);
void statusMessage(const QString& message);
std::optional<WindowInfo> onAcquireRenderWindowRequested(bool recreate_window, bool fullscreen, bool render_to_main, bool surfaceless);
void onResizeRenderWindowRequested(qint32 width, qint32 height);
void onReleaseRenderWindowRequested();
void onMouseModeRequested(bool relative_mode, bool hide_cursor);
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void onFullscreenUIStateChange(bool running);
/// Called when the VM is starting initialization, but has not been completed yet.
void onVMStarting();
/// Called when the VM is created.
void onVMStarted();
/// Called when the VM is paused.
void onVMPaused();
/// Called when the VM is resumed after being paused.
void onVMResumed();
/// Called when the VM is shut down or destroyed.
void onVMStopped();
/// Provided by the host; called when the running executable changes.
void onGameChanged(const QString& title, const QString& elf_override, const QString& disc_path,
const QString& serial, quint32 disc_crc, quint32 crc);
void onInputDevicesEnumerated(const QList<QPair<QString, QString>>& devices);
void onInputDeviceConnected(const QString& identifier, const QString& device_name);
void onInputDeviceDisconnected(const QString& identifier);
void onVibrationMotorsEnumerated(const QList<InputBindingKey>& motors);
/// Called when a save state is loading, before the file is processed.
void onSaveStateLoading(const QString& path);
/// Called after a save state is successfully loaded. If the save state was invalid, was_successful will be false.
void onSaveStateLoaded(const QString& path, bool was_successful);
/// Called when a save state is being created/saved. The compression/write to disk is asynchronous, so this callback
/// just signifies that the save has started, not necessarily completed.
void onSaveStateSaved(const QString& path);
/// Called when achievements login is requested.
void onAchievementsLoginRequested(Achievements::LoginRequestReason reason);
/// Called when achievements are reloaded/refreshed (e.g. game change, login, option change).
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void onAchievementsRefreshed(quint32 id, const QString& game_info_string);
/// Called when hardcore mode is enabled or disabled.
void onAchievementsHardcoreModeChanged(bool enabled);
/// Big Picture UI requests.
void onCoverDownloaderOpenRequested();
void onCreateMemoryCardOpenRequested();
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/// Called when video capture starts/stops.
void onCaptureStarted(const QString& filename);
void onCaptureStopped();
protected:
void run();
private:
/// Interval at which the controllers are polled when the system is not active.
static constexpr u32 BACKGROUND_CONTROLLER_POLLING_INTERVAL = 100;
/// Poll at half the vsync rate for FSUI to reduce the chance of getting a press+release in the same frame.
static constexpr u32 FULLSCREEN_UI_CONTROLLER_POLLING_INTERVAL = 8;
void destroyVM();
void createBackgroundControllerPollTimer();
void destroyBackgroundControllerPollTimer();
void connectSignals();
private Q_SLOTS:
void stopInThread();
void doBackgroundControllerPoll();
void onDisplayWindowResized(int width, int height, float scale);
void onApplicationStateChanged(Qt::ApplicationState state);
void redrawDisplayWindow();
private:
QThread* m_ui_thread;
QSemaphore m_started_semaphore;
QEventLoop* m_event_loop = nullptr;
QTimer* m_background_controller_polling_timer = nullptr;
std::atomic_bool m_shutdown_flag{false};
std::atomic_bool m_run_fullscreen_ui{false};
bool m_verbose_status = false;
bool m_is_rendering_to_main = false;
bool m_is_fullscreen = false;
bool m_is_exclusive_fullscreen = false;
bool m_is_surfaceless = false;
bool m_save_state_on_shutdown = false;
bool m_pause_on_focus_loss = false;
bool m_was_paused_by_focus_loss = false;
float m_last_speed = 0.0f;
float m_last_game_fps = 0.0f;
float m_last_video_fps = 0.0f;
int m_last_internal_width = 0;
int m_last_internal_height = 0;
GSRendererType m_last_renderer = GSRendererType::Auto;
};
extern EmuThread* g_emu_thread;
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namespace QtHost
{
/// Default theme name for the platform.
const char* GetDefaultThemeName();
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/// Default language for the platform.
const char* GetDefaultLanguage();
/// Sets application theme according to settings.
void UpdateApplicationTheme();
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/// Returns true if the application theme is using dark colours.
bool IsDarkApplicationTheme();
/// Sets the icon theme, based on the current style (light/dark).
void SetIconThemeFromStyle();
/// Sets batch mode (exit after game shutdown).
bool InBatchMode();
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/// Sets NoGUI mode (implys batch mode, does not display main window, exits on shutdown).
bool InNoGUIMode();
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/// Returns true if the calling thread is the UI thread.
bool IsOnUIThread();
/// Returns true if advanced settings should be shown.
bool ShouldShowAdvancedSettings();
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/// Executes a function on the UI thread.
void RunOnUIThread(const std::function<void()>& func, bool block = false);
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/// Returns a list of supported languages and codes (suffixes for translation files).
std::vector<std::pair<QString, QString>> GetAvailableLanguageList();
/// Call when the language changes.
void InstallTranslator(QWidget* dialog_parent);
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/// Returns the application name and version, optionally including debug/devel config indicator.
QString GetAppNameAndVersion();
/// Returns the debug/devel config indicator.
QString GetAppConfigSuffix();
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/// Returns the main application icon.
QIcon GetAppIcon();
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/// Returns the base path for resources. This may be : prefixed, if we're using embedded resources.
QString GetResourcesBasePath();
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/// Returns the URL to a runtime-downloaded resource.
std::string GetRuntimeDownloadedResourceURL(std::string_view name);
/// Saves a game settings interface.
bool SaveGameSettings(SettingsInterface* sif, bool delete_if_empty);
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/// Downloads the specified URL to the provided path.
bool DownloadFile(QWidget* parent, const QString& title, std::string url, const std::string& path);
/// VM state, safe to access on UI thread.
bool IsVMValid();
bool IsVMPaused();
/// Accessors for game information.
const QString& GetCurrentGameTitle();
const QString& GetCurrentGameSerial();
const QString& GetCurrentGamePath();
/// Compare strings in the locale of the current UI language
int LocaleSensitiveCompare(QStringView lhs, QStringView rhs);
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} // namespace QtHost