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https://github.com/dolphin-emu/dolphin.git
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b10808d815
DolphinQt: Fix the panic alert deadlock, dual core edition
555 lines
17 KiB
C++
555 lines
17 KiB
C++
// Copyright 2015 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "DolphinQt/RenderWidget.h"
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#include <array>
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#include <QApplication>
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#include <QDragEnterEvent>
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#include <QDropEvent>
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#include <QFileInfo>
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#include <QGuiApplication>
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#include <QIcon>
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#include <QKeyEvent>
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#include <QMimeData>
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#include <QMouseEvent>
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#include <QPalette>
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#include <QScreen>
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#include <QTimer>
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#include <QWindow>
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#include <imgui.h>
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#include "Core/Config/MainSettings.h"
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#include "Core/Core.h"
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#include "Core/State.h"
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#include "DolphinQt/Host.h"
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#include "DolphinQt/QtUtils/ModalMessageBox.h"
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#include "DolphinQt/Resources.h"
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#include "DolphinQt/Settings.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VideoConfig.h"
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#ifdef _WIN32
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#include <Windows.h>
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#endif
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RenderWidget::RenderWidget(QWidget* parent) : QWidget(parent)
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{
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setWindowTitle(QStringLiteral("Dolphin"));
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setWindowIcon(Resources::GetAppIcon());
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setWindowRole(QStringLiteral("renderer"));
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setAcceptDrops(true);
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QPalette p;
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p.setColor(QPalette::Window, Qt::black);
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setPalette(p);
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connect(Host::GetInstance(), &Host::RequestTitle, this, &RenderWidget::setWindowTitle);
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connect(Host::GetInstance(), &Host::RequestRenderSize, this, [this](int w, int h) {
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if (!Config::Get(Config::MAIN_RENDER_WINDOW_AUTOSIZE) || isFullScreen() || isMaximized())
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return;
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const auto dpr = window()->windowHandle()->screen()->devicePixelRatio();
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resize(w / dpr, h / dpr);
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});
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connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [this](Core::State state) {
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if (state == Core::State::Running)
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SetImGuiKeyMap();
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});
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// We have to use Qt::DirectConnection here because we don't want those signals to get queued
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// (which results in them not getting called)
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connect(this, &RenderWidget::StateChanged, Host::GetInstance(), &Host::SetRenderFullscreen,
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Qt::DirectConnection);
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connect(this, &RenderWidget::HandleChanged, Host::GetInstance(), &Host::SetRenderHandle,
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Qt::DirectConnection);
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connect(this, &RenderWidget::SizeChanged, Host::GetInstance(), &Host::ResizeSurface,
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Qt::DirectConnection);
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connect(this, &RenderWidget::FocusChanged, Host::GetInstance(), &Host::SetRenderFocus,
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Qt::DirectConnection);
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m_mouse_timer = new QTimer(this);
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connect(m_mouse_timer, &QTimer::timeout, this, &RenderWidget::HandleCursorTimer);
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m_mouse_timer->setSingleShot(true);
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setMouseTracking(true);
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connect(&Settings::Instance(), &Settings::CursorVisibilityChanged, this,
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&RenderWidget::OnHideCursorChanged);
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connect(&Settings::Instance(), &Settings::LockCursorChanged, this,
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&RenderWidget::OnLockCursorChanged);
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OnHideCursorChanged();
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OnLockCursorChanged();
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connect(&Settings::Instance(), &Settings::KeepWindowOnTopChanged, this,
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&RenderWidget::OnKeepOnTopChanged);
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OnKeepOnTopChanged(Settings::Instance().IsKeepWindowOnTopEnabled());
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m_mouse_timer->start(MOUSE_HIDE_DELAY);
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// We need a native window to render into.
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setAttribute(Qt::WA_NativeWindow);
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setAttribute(Qt::WA_PaintOnScreen);
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}
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QPaintEngine* RenderWidget::paintEngine() const
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{
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return nullptr;
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}
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void RenderWidget::dragEnterEvent(QDragEnterEvent* event)
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{
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if (event->mimeData()->hasUrls() && event->mimeData()->urls().size() == 1)
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event->acceptProposedAction();
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}
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void RenderWidget::dropEvent(QDropEvent* event)
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{
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const auto& urls = event->mimeData()->urls();
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if (urls.empty())
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return;
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const auto& url = urls[0];
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QFileInfo file_info(url.toLocalFile());
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auto path = file_info.filePath();
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if (!file_info.exists() || !file_info.isReadable())
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{
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ModalMessageBox::critical(this, tr("Error"), tr("Failed to open '%1'").arg(path));
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return;
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}
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if (!file_info.isFile())
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{
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return;
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}
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State::LoadAs(path.toStdString());
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}
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void RenderWidget::OnHideCursorChanged()
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{
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UpdateCursor();
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}
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void RenderWidget::OnLockCursorChanged()
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{
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SetCursorLocked(false);
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UpdateCursor();
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}
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// Calling this at any time will set the cursor (image) to the correct state
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void RenderWidget::UpdateCursor()
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{
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if (!Settings::Instance().GetLockCursor())
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{
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// Only hide if the cursor is automatically locking (it will hide on lock).
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// "Unhide" the cursor if we lost focus, otherwise it will disappear when hovering
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// on top of the game window in the background
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const bool keep_on_top = (windowFlags() & Qt::WindowStaysOnTopHint) != 0;
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const bool should_hide =
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(Settings::Instance().GetCursorVisibility() == Config::ShowCursor::Never) &&
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(keep_on_top || Config::Get(Config::MAIN_INPUT_BACKGROUND_INPUT) || isActiveWindow());
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setCursor(should_hide ? Qt::BlankCursor : Qt::ArrowCursor);
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}
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else
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{
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setCursor((m_cursor_locked &&
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Settings::Instance().GetCursorVisibility() == Config::ShowCursor::Never) ?
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Qt::BlankCursor :
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Qt::ArrowCursor);
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}
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}
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void RenderWidget::OnKeepOnTopChanged(bool top)
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{
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const bool was_visible = isVisible();
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setWindowFlags(top ? windowFlags() | Qt::WindowStaysOnTopHint :
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windowFlags() & ~Qt::WindowStaysOnTopHint);
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m_dont_lock_cursor_on_show = true;
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if (was_visible)
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show();
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m_dont_lock_cursor_on_show = false;
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UpdateCursor();
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}
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void RenderWidget::HandleCursorTimer()
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{
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if (!isActiveWindow())
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return;
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if ((!Settings::Instance().GetLockCursor() || m_cursor_locked) &&
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Settings::Instance().GetCursorVisibility() == Config::ShowCursor::OnMovement)
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{
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setCursor(Qt::BlankCursor);
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}
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}
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void RenderWidget::showFullScreen()
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{
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QWidget::showFullScreen();
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QScreen* screen = window()->windowHandle()->screen();
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const auto dpr = screen->devicePixelRatio();
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emit SizeChanged(width() * dpr, height() * dpr);
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}
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// Lock the cursor within the window/widget internal borders, including the aspect ratio if wanted
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void RenderWidget::SetCursorLocked(bool locked, bool follow_aspect_ratio)
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{
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// It seems like QT doesn't scale the window frame correctly with some DPIs
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// so it might happen that the locked cursor can be on the frame of the window,
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// being able to resize it, but that is a minor problem.
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// As a hack, if necessary, we could always scale down the size by 2 pixel, to a min of 1 given
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// that the size can be 0 already. We probably shouldn't scale axes already scaled by aspect ratio
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QRect render_rect = geometry();
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if (parentWidget())
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{
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render_rect.moveTopLeft(parentWidget()->mapToGlobal(render_rect.topLeft()));
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}
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auto scale = devicePixelRatioF(); // Seems to always be rounded on Win. Should we round results?
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QPoint screen_offset = QPoint(0, 0);
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if (window()->windowHandle() && window()->windowHandle()->screen())
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{
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screen_offset = window()->windowHandle()->screen()->geometry().topLeft();
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}
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render_rect.moveTopLeft(((render_rect.topLeft() - screen_offset) * scale) + screen_offset);
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render_rect.setSize(render_rect.size() * scale);
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if (follow_aspect_ratio)
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{
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// TODO: SetCursorLocked() should be re-called every time this value is changed?
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// This might cause imprecisions of one pixel (but it won't cause the cursor to go over borders)
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Common::Vec2 aspect_ratio = g_controller_interface.GetWindowInputScale();
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if (aspect_ratio.x > 1.f)
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{
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const float new_half_width = float(render_rect.width()) / (aspect_ratio.x * 2.f);
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// Only ceil if it was >= 0.25
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const float ceiled_new_half_width = std::ceil(std::round(new_half_width * 2.f) / 2.f);
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const int x_center = render_rect.center().x();
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// Make a guess on which one to floor and ceil.
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// For more precision, we should have kept the rounding point scale from above as well.
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render_rect.setLeft(x_center - std::floor(new_half_width));
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render_rect.setRight(x_center + ceiled_new_half_width);
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}
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if (aspect_ratio.y > 1.f)
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{
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const float new_half_height = render_rect.height() / (aspect_ratio.y * 2.f);
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const float ceiled_new_half_height = std::ceil(std::round(new_half_height * 2.f) / 2.f);
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const int y_center = render_rect.center().y();
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render_rect.setTop(y_center - std::floor(new_half_height));
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render_rect.setBottom(y_center + ceiled_new_half_height);
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}
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}
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if (locked)
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{
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#ifdef _WIN32
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RECT rect;
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rect.left = render_rect.left();
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rect.right = render_rect.right();
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rect.top = render_rect.top();
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rect.bottom = render_rect.bottom();
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if (ClipCursor(&rect))
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#else
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// TODO: implement on other platforms. Probably XGrabPointer on Linux.
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// The setting is hidden in the UI if not implemented
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if (false)
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#endif
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{
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m_cursor_locked = true;
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if (Settings::Instance().GetCursorVisibility() != Config::ShowCursor::Constantly)
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{
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setCursor(Qt::BlankCursor);
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}
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Host::GetInstance()->SetRenderFullFocus(true);
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}
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}
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else
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{
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#ifdef _WIN32
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ClipCursor(nullptr);
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#endif
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if (m_cursor_locked)
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{
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m_cursor_locked = false;
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if (!Settings::Instance().GetLockCursor())
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{
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return;
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}
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// Center the mouse in the window if it's still active
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// Leave it where it was otherwise, e.g. a prompt has opened or we alt tabbed.
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if (isActiveWindow())
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{
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cursor().setPos(render_rect.left() + render_rect.width() / 2,
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render_rect.top() + render_rect.height() / 2);
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}
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// Show the cursor or the user won't know the mouse is now unlocked
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setCursor(Qt::ArrowCursor);
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Host::GetInstance()->SetRenderFullFocus(false);
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}
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}
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}
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void RenderWidget::SetCursorLockedOnNextActivation(bool locked)
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{
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if (Settings::Instance().GetLockCursor())
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{
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m_lock_cursor_on_next_activation = locked;
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return;
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}
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m_lock_cursor_on_next_activation = false;
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}
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void RenderWidget::SetWaitingForMessageBox(bool waiting_for_message_box)
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{
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if (m_waiting_for_message_box == waiting_for_message_box)
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{
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return;
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}
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m_waiting_for_message_box = waiting_for_message_box;
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if (!m_waiting_for_message_box && m_lock_cursor_on_next_activation && isActiveWindow())
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{
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if (Settings::Instance().GetLockCursor())
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{
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SetCursorLocked(true);
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}
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m_lock_cursor_on_next_activation = false;
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}
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}
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bool RenderWidget::event(QEvent* event)
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{
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PassEventToImGui(event);
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switch (event->type())
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{
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case QEvent::KeyPress:
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{
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QKeyEvent* ke = static_cast<QKeyEvent*>(event);
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if (ke->key() == Qt::Key_Escape)
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emit EscapePressed();
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// The render window might flicker on some platforms because Qt tries to change focus to a new
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// element when there is none (?) Handling this event before it reaches QWidget fixes the issue.
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if (ke->key() == Qt::Key_Tab)
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return true;
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break;
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}
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// Needed in case a new window open and it moves the mouse
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case QEvent::WindowBlocked:
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SetCursorLocked(false);
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break;
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case QEvent::MouseButtonPress:
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if (isActiveWindow())
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{
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// Lock the cursor with any mouse button click (behave the same as window focus change).
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// This event is occasionally missed because isActiveWindow is laggy
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if (Settings::Instance().GetLockCursor())
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{
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SetCursorLocked(true);
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}
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}
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break;
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case QEvent::MouseMove:
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// Unhide on movement
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if (Settings::Instance().GetCursorVisibility() == Config::ShowCursor::OnMovement)
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{
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setCursor(Qt::ArrowCursor);
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m_mouse_timer->start(MOUSE_HIDE_DELAY);
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}
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break;
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case QEvent::WinIdChange:
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emit HandleChanged(reinterpret_cast<void*>(winId()));
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break;
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case QEvent::Show:
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// Don't do if "stay on top" changed (or was true)
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if (Settings::Instance().GetLockCursor() &&
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Settings::Instance().GetCursorVisibility() != Config::ShowCursor::Constantly &&
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!m_dont_lock_cursor_on_show)
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{
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// Auto lock when this window is shown (it was hidden)
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if (isActiveWindow())
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SetCursorLocked(true);
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else
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SetCursorLockedOnNextActivation();
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}
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break;
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// Note that this event in Windows is not always aligned to the window that is highlighted,
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// it's the window that has keyboard and mouse focus
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case QEvent::WindowActivate:
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if (Config::Get(Config::MAIN_PAUSE_ON_FOCUS_LOST) && Core::GetState() == Core::State::Paused)
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Core::SetState(Core::State::Running);
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UpdateCursor();
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// Avoid "race conditions" with message boxes
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if (m_lock_cursor_on_next_activation && !m_waiting_for_message_box)
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{
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if (Settings::Instance().GetLockCursor())
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{
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SetCursorLocked(true);
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}
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m_lock_cursor_on_next_activation = false;
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}
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emit FocusChanged(true);
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break;
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case QEvent::WindowDeactivate:
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SetCursorLocked(false);
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UpdateCursor();
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if (Config::Get(Config::MAIN_PAUSE_ON_FOCUS_LOST) && Core::GetState() == Core::State::Running)
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{
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// If we are declared as the CPU or GPU thread, it means that the real CPU or GPU thread
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// is waiting for us to finish showing a panic alert (with that panic alert likely being
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// the cause of this event), so trying to pause the core would cause a deadlock
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if (!Core::IsCPUThread() && !Core::IsGPUThread())
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Core::SetState(Core::State::Paused);
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}
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emit FocusChanged(false);
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break;
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case QEvent::Move:
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SetCursorLocked(m_cursor_locked);
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break;
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case QEvent::Resize:
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{
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SetCursorLocked(m_cursor_locked);
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const QResizeEvent* se = static_cast<QResizeEvent*>(event);
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QSize new_size = se->size();
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QScreen* screen = window()->windowHandle()->screen();
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const auto dpr = screen->devicePixelRatio();
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emit SizeChanged(new_size.width() * dpr, new_size.height() * dpr);
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break;
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}
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// Happens when we add/remove the widget from the main window instead of the dedicated one
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case QEvent::ParentChange:
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SetCursorLocked(false);
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break;
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case QEvent::WindowStateChange:
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// Lock the mouse again when fullscreen changes (we might have missed some events)
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SetCursorLocked(m_cursor_locked || (isFullScreen() && Settings::Instance().GetLockCursor()));
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emit StateChanged(isFullScreen());
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break;
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case QEvent::Close:
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emit Closed();
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break;
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default:
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break;
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}
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return QWidget::event(event);
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}
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void RenderWidget::PassEventToImGui(const QEvent* event)
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{
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if (!Core::IsRunningAndStarted())
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return;
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switch (event->type())
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{
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case QEvent::KeyPress:
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case QEvent::KeyRelease:
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{
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// As the imgui KeysDown array is only 512 elements wide, and some Qt keys which
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// we need to track (e.g. alt) are above this value, we mask the lower 9 bits.
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// Even masked, the key codes are still unique, so conflicts aren't an issue.
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// The actual text input goes through AddInputCharactersUTF8().
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const QKeyEvent* key_event = static_cast<const QKeyEvent*>(event);
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const bool is_down = event->type() == QEvent::KeyPress;
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const u32 key = static_cast<u32>(key_event->key() & 0x1FF);
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auto lock = g_renderer->GetImGuiLock();
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if (key < std::size(ImGui::GetIO().KeysDown))
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ImGui::GetIO().KeysDown[key] = is_down;
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if (is_down)
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{
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auto utf8 = key_event->text().toUtf8();
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ImGui::GetIO().AddInputCharactersUTF8(utf8.constData());
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}
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}
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break;
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case QEvent::MouseMove:
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{
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auto lock = g_renderer->GetImGuiLock();
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// Qt multiplies all coordinates by the scaling factor in highdpi mode, giving us "scaled" mouse
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// coordinates (as if the screen was standard dpi). We need to update the mouse position in
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// native coordinates, as the UI (and game) is rendered at native resolution.
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const float scale = devicePixelRatio();
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ImGui::GetIO().MousePos.x = static_cast<const QMouseEvent*>(event)->pos().x() * scale;
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ImGui::GetIO().MousePos.y = static_cast<const QMouseEvent*>(event)->pos().y() * scale;
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}
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break;
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case QEvent::MouseButtonPress:
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case QEvent::MouseButtonRelease:
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{
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auto lock = g_renderer->GetImGuiLock();
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|
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);
|
|
}
|