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caa729f84a
The active challenges, aka the primed achievements, are displayed on screen as a series of icons in the bottom right corner of the screen via OnScreenUI.
87 lines
2.4 KiB
C++
87 lines
2.4 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <map>
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#include <memory>
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#include <mutex>
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#include <span>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/OnScreenUIKeyMap.h"
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class NativeVertexFormat;
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class AbstractTexture;
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class AbstractPipeline;
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namespace VideoCommon
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{
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// OnScreenUI handles all the ImGui rendering.
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class OnScreenUI
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{
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public:
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OnScreenUI() = default;
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~OnScreenUI();
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// ImGui initialization depends on being able to create textures and pipelines, so do it last.
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bool Initialize(u32 width, u32 height, float scale);
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// Returns a lock for the ImGui mutex, enabling data structures to be modified from outside.
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// Use with care, only non-drawing functions should be called from outside the video thread,
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// as the drawing is tied to a "frame".
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std::unique_lock<std::mutex> GetImGuiLock();
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bool IsReady() { return m_ready; }
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// Sets up ImGui state for the next frame.
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// This function itself acquires the ImGui lock, so it should not be held.
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void BeginImGuiFrame(u32 width, u32 height);
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// Same as above but without locking the ImGui lock.
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void BeginImGuiFrameUnlocked(u32 width, u32 height);
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// Renders ImGui windows to the currently-bound framebuffer.
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// Should be called with the ImGui lock held.
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void DrawImGui();
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// Recompiles ImGui pipeline - call when stereo mode changes.
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bool RecompileImGuiPipeline();
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void SetScale(float backbuffer_scale);
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void Finalize();
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// Receive keyboard and mouse from QT
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void SetKeyMap(const DolphinKeyMap& key_map);
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void SetKey(u32 key, bool is_down, const char* chars);
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void SetMousePos(float x, float y);
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void SetMousePress(u32 button_mask);
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private:
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void DrawDebugText();
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#ifdef USE_RETRO_ACHIEVEMENTS
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void DrawChallenges();
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#endif // USE_RETRO_ACHIEVEMENTS
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// ImGui resources.
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std::unique_ptr<NativeVertexFormat> m_imgui_vertex_format;
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std::vector<std::unique_ptr<AbstractTexture>> m_imgui_textures;
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std::unique_ptr<AbstractPipeline> m_imgui_pipeline;
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std::map<u32, int> m_dolphin_to_imgui_map;
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std::mutex m_imgui_mutex;
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u64 m_imgui_last_frame_time = 0;
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u32 m_backbuffer_width = 1;
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u32 m_backbuffer_height = 1;
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float m_backbuffer_scale = 1.0;
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#ifdef USE_RETRO_ACHIEVEMENTS
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std::map<std::string, std::unique_ptr<AbstractTexture>, std::less<>> m_challenge_texture_map;
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#endif // USE_RETRO_ACHIEVEMENTS
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bool m_ready = false;
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};
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} // namespace VideoCommon
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