dolphin/Source/Core/DolphinQt/RenderWidget.cpp
Pokechu22 ef80d51df1 RenderWidget: Change "imgui.h" to <imgui.h>
This was originally intended to fix https://bugs.dolphin-emu.org/issues/12717 but this ended up not being the issue (instead it seems like files just weren't recompiled when imgui was updated due to MSVC weirdness).  Still, using brackets instead of quotes is preferable as this is a library include.
2021-10-29 12:05:21 -07:00

557 lines
17 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "DolphinQt/RenderWidget.h"
#include <array>
#include <QApplication>
#include <QDragEnterEvent>
#include <QDropEvent>
#include <QFileInfo>
#include <QGuiApplication>
#include <QIcon>
#include <QKeyEvent>
#include <QMimeData>
#include <QMouseEvent>
#include <QPalette>
#include <QScreen>
#include <QTimer>
#include <QWindow>
#include <imgui.h>
#include "Core/Config/MainSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/State.h"
#include "DolphinQt/Host.h"
#include "DolphinQt/QtUtils/ModalMessageBox.h"
#include "DolphinQt/Resources.h"
#include "DolphinQt/Settings.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoConfig.h"
#ifdef _WIN32
#include <WinUser.h>
#include <windef.h>
#endif
RenderWidget::RenderWidget(QWidget* parent) : QWidget(parent)
{
setWindowTitle(QStringLiteral("Dolphin"));
setWindowIcon(Resources::GetAppIcon());
setWindowRole(QStringLiteral("renderer"));
setAcceptDrops(true);
QPalette p;
p.setColor(QPalette::Window, Qt::black);
setPalette(p);
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);
});
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [this](Core::State state) {
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::CursorVisibilityChanged, this,
&RenderWidget::OnHideCursorChanged);
connect(&Settings::Instance(), &Settings::LockCursorChanged, this,
&RenderWidget::OnLockCursorChanged);
OnHideCursorChanged();
OnLockCursorChanged();
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;
}
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()
{
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() == SConfig::ShowCursor::Never) &&
(keep_on_top || SConfig::GetInstance().m_BackgroundInput || isActiveWindow());
setCursor(should_hide ? Qt::BlankCursor : Qt::ArrowCursor);
}
else
{
setCursor((m_cursor_locked &&
Settings::Instance().GetCursorVisibility() == SConfig::ShowCursor::Never) ?
Qt::BlankCursor :
Qt::ArrowCursor);
}
}
void RenderWidget::OnKeepOnTopChanged(bool top)
{
const bool was_visible = isVisible();
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();
}
void RenderWidget::HandleCursorTimer()
{
if (!isActiveWindow())
return;
if ((!Settings::Instance().GetLockCursor() || m_cursor_locked) &&
Settings::Instance().GetCursorVisibility() == SConfig::ShowCursor::OnMovement)
{
setCursor(Qt::BlankCursor);
}
}
void RenderWidget::showFullScreen()
{
QWidget::showFullScreen();
QScreen* screen = window()->windowHandle()->screen();
const auto dpr = screen->devicePixelRatio();
emit SizeChanged(width() * dpr, height() * dpr);
}
// 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() != SConfig::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;
}
}
bool RenderWidget::event(QEvent* event)
{
PassEventToImGui(event);
switch (event->type())
{
case QEvent::KeyPress:
{
QKeyEvent* ke = static_cast<QKeyEvent*>(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;
}
// 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() == SConfig::ShowCursor::OnMovement)
{
setCursor(Qt::ArrowCursor);
m_mouse_timer->start(MOUSE_HIDE_DELAY);
}
break;
case QEvent::WinIdChange:
emit HandleChanged(reinterpret_cast<void*>(winId()));
break;
case QEvent::Show:
// Don't do if "stay on top" changed (or was true)
if (Settings::Instance().GetLockCursor() &&
Settings::Instance().GetCursorVisibility() != SConfig::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 (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::State::Paused)
Core::SetState(Core::State::Running);
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 (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::State::Running)
{
// If we are declared as the CPU thread, it means that the real CPU 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 real CPU thread would cause a deadlock
if (!Core::IsCPUThread())
Core::SetState(Core::State::Paused);
}
emit FocusChanged(false);
break;
case QEvent::Move:
SetCursorLocked(m_cursor_locked);
break;
case QEvent::Resize:
{
SetCursorLocked(m_cursor_locked);
const QResizeEvent* se = static_cast<QResizeEvent*>(event);
QSize new_size = se->size();
QScreen* screen = window()->windowHandle()->screen();
const auto dpr = screen->devicePixelRatio();
emit SizeChanged(new_size.width() * dpr, new_size.height() * dpr);
break;
}
// Happens when we add/remove the widget from the main window instead of the dedicated one
case QEvent::ParentChange:
SetCursorLocked(false);
break;
case QEvent::WindowStateChange:
// Lock the mouse again when fullscreen changes (we might have missed some events)
SetCursorLocked(m_cursor_locked || (isFullScreen() && Settings::Instance().GetLockCursor()));
emit StateChanged(isFullScreen());
break;
case QEvent::Close:
emit Closed();
break;
default:
break;
}
return QWidget::event(event);
}
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;
const u32 key = static_cast<u32>(key_event->key() & 0x1FF);
auto lock = g_renderer->GetImGuiLock();
if (key < std::size(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<const QMouseEvent*>(event)->x() * scale;
ImGui::GetIO().MousePos.y = static_cast<const QMouseEvent*>(event)->y() * scale;
}
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++)
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},
}};
auto lock = g_renderer->GetImGuiLock();
for (auto [imgui_key, qt_key] : key_map)
ImGui::GetIO().KeyMap[imgui_key] = (qt_key & 0x1FF);
}