quickerNES/extern/hqn/hqn_gui_controller.h

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#ifndef __HQN_GUI_CONTROLLER__
#define __HQN_GUI_CONTROLLER__
#include "hqn.h"
#include "hqn_surface.h"
#include <SDL_video.h>
#include <SDL_render.h>
#include <SDL_pixels.h>
namespace hqn
{
extern const char *DEFAULT_WINDOW_TITLE;
class GUIController : public HQNListener
{
public:
enum CloseOperation
{
// Do nothing when the window is closed
CLOSE_NONE = 0,
// Quit the program when the gui is closed
CLOSE_QUIT = (1 << 0),
// Call delete on the GUIController when the gui is closed. Also set
// the correlated state's listener to null.
CLOSE_DELETE = (1 << 1),
};
virtual ~GUIController();
/**
* Create a new GUI controller. Returns a GUI Controller or nullptr
* if an error occured during initialization.
*/
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static GUIController *create(HQNState &state, SDL_Window* window);
/**
* Set the window title.
*/
void setTitle(const char *title);
/** Set the size of the window. */
void setSize(size_t width, size_t height);
void setPosition(size_t x, size_t y);
/** Get the window width. */
size_t getWidth() const;
/** Get the window height. */
size_t getHeight() const;
/**
* Set if the window is fullscreen or not. This will do letterboxing
* to maintain the correct aspect ratio.
*
* If adjust overlay is true it will change the size of the overlay to
* match the new screen size, otherwise the overlay will stay the same.
*/
void setFullscreen(bool full, bool adjustOverlay);
/**
* Return true if the window is fullscreen.
*/
bool isFullscreen() const;
/** Get the pointer to the window. Use this to change settings. */
SDL_Window *ptr();
/**
* Set the gui scale. Can be 1 - 5.
* Returns true if it succeeds, false otherwise.
*/
bool setScale(int scale);
int getScale() const;
/**
* Redraw the screen and process window events without updating the
* emulator. This can be used when drawing on the overlay.
*
* @param readNES should update() also redraw the nes screen (true) or
* trust that it didn't change (false).
*/
void update(bool readNES);
/**
* Reference to the drawing surface. Use this to draw things on
* top of the NES display.
*/
inline Surface &getOverlay()
{ return *m_overlay; }
/**
* Set what happens when the window is closed.
* This should be a bitwise-or of values from CloseOperation.
* The default is CLOSEOP_QUIT.
*/
void setCloseOperation(CloseOperation ops);
CloseOperation getCloseOperation() const;
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void update_blit(const int32_t* blit, SDL_Surface* base, SDL_Surface* button_a, SDL_Surface* button_b, SDL_Surface* button_select, SDL_Surface* button_start, SDL_Surface* button_up, SDL_Surface* button_down, SDL_Surface* button_left, SDL_Surface* button_right);
// Methods overriden from superclass.
virtual void onLoadROM(HQNState *state, const char *filename);
virtual void onAdvanceFrame(HQNState *state);
virtual void onLoadState(HQNState *state);
protected:
GUIController(HQNState &state);
/**
* Called in create(). If this fails the GUI cannot be created.
*/
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bool init(SDL_Window* window);
private:
/**
* Process SDL events. Will exit the program (by calling endItAll())
* if an SDL_QUIT message is recived.
*/
void processEvents();
/** Resize the internal overlay. */
bool resizeOverlay(size_t w, size_t h);
/** Who you gonna call? onResize! Returns false if resizeOverlay fails. */
bool onResize(size_t w, size_t h, bool adjustOverlay);
// Pointer to the state we're listening to
HQNState &m_state;
// Window pointer
SDL_Window *m_window;
// Renderer
SDL_Renderer *m_renderer;
// Pixel buffer
int32_t m_pixels[256 * 240];
// SDL Textures
SDL_Texture *m_tex;
// Overlay texture
SDL_Texture *m_texOverlay;
// Destination rect for the texture
SDL_Rect m_nesDest;
// Destination rect for the overlay
SDL_Rect m_overlayDest;
// Overlay surface which will be drawn on top of the NES display
Surface *m_overlay;
// Current scale. Can be 1, 2, 3, 4, 5
int m_scale;
// Should the emulator quit
bool m_quit;
// Are we currently fullscreen?
bool m_isFullscreen;
// What happens when the X button is pressed?
CloseOperation m_closeOp;
};
}
#endif //__HQN_GUI_CONTROLLER__