dolphin/Source/Core/DolphinQt/RenderWidget.cpp
Stenzek cdb0aa850d Qt/RenderWidget: Remove fill background functionality
We no longer need this since the video backend handles clearing the
window, and it fixes MoltenVK with Qt 5.14.
2020-03-11 23:13:45 +10:00

336 lines
9.6 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#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 "VideoCommon/RenderBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
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::HideCursorChanged, this,
&RenderWidget::OnHideCursorChanged);
OnHideCursorChanged();
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()
{
setCursor(Settings::Instance().GetHideCursor() ? Qt::BlankCursor : Qt::ArrowCursor);
}
void RenderWidget::OnKeepOnTopChanged(bool top)
{
const bool was_visible = isVisible();
setWindowFlags(top ? windowFlags() | Qt::WindowStaysOnTopHint :
windowFlags() & ~Qt::WindowStaysOnTopHint);
if (was_visible)
show();
}
void RenderWidget::HandleCursorTimer()
{
if (isActiveWindow())
setCursor(Qt::BlankCursor);
}
void RenderWidget::showFullScreen()
{
QWidget::showFullScreen();
QScreen* screen = window()->windowHandle()->screen();
const auto dpr = screen->devicePixelRatio();
emit SizeChanged(width() * dpr, height() * dpr);
}
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;
}
case QEvent::MouseMove:
if (g_Config.bFreeLook)
OnFreeLookMouseMove(static_cast<QMouseEvent*>(event));
[[fallthrough]];
case QEvent::MouseButtonPress:
if (!Settings::Instance().GetHideCursor() && isActiveWindow())
{
setCursor(Qt::ArrowCursor);
m_mouse_timer->start(MOUSE_HIDE_DELAY);
}
break;
case QEvent::WinIdChange:
emit HandleChanged(reinterpret_cast<void*>(winId()));
break;
case QEvent::WindowActivate:
if (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::State::Paused)
Core::SetState(Core::State::Running);
emit FocusChanged(true);
break;
case QEvent::WindowDeactivate:
if (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::State::Running)
Core::SetState(Core::State::Paused);
emit FocusChanged(false);
break;
case QEvent::Resize:
{
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;
}
case QEvent::WindowStateChange:
emit StateChanged(isFullScreen());
break;
case QEvent::Close:
emit Closed();
break;
default:
break;
}
return QWidget::event(event);
}
void RenderWidget::OnFreeLookMouseMove(QMouseEvent* event)
{
const auto mouse_move = event->pos() - m_last_mouse;
m_last_mouse = event->pos();
if (event->buttons() & Qt::RightButton)
{
// Camera Pitch and Yaw:
VertexShaderManager::RotateView(mouse_move.y() / 200.f, mouse_move.x() / 200.f, 0.f);
}
else if (event->buttons() & Qt::MidButton)
{
// Camera Roll:
VertexShaderManager::RotateView(0.f, 0.f, mouse_move.x() / 200.f);
}
}
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 entry : key_map)
ImGui::GetIO().KeyMap[entry[0]] = entry[1] & 0x1FF;
}