mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-05 04:57:55 +01:00
6cb22c9d38
* openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
630 lines
20 KiB
C#
630 lines
20 KiB
C#
using ARMeilleure.Translation;
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using ARMeilleure.Translation.PTC;
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using Gdk;
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common;
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using Ryujinx.Common.Configuration;
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using Ryujinx.Common.Logging;
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using Ryujinx.Configuration;
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using Ryujinx.Graphics.OpenGL;
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using Ryujinx.HLE.HOS.Services.Hid;
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using Ryujinx.Input;
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using Ryujinx.Input.HLE;
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using Ryujinx.Ui.Widgets;
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using SPB.Graphics;
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using SPB.Graphics.OpenGL;
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using Key = Ryujinx.Input.Key;
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namespace Ryujinx.Ui
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{
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using Switch = HLE.Switch;
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public class GlRenderer : GLWidget
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{
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private const int SwitchPanelWidth = 1280;
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private const int SwitchPanelHeight = 720;
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private const int TargetFps = 60;
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public ManualResetEvent WaitEvent { get; set; }
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public NpadManager NpadManager { get; }
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public static event EventHandler<StatusUpdatedEventArgs> StatusUpdatedEvent;
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private bool _isActive;
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private bool _isStopped;
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private bool _isFocused;
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private double _mouseX;
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private double _mouseY;
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private bool _mousePressed;
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private bool _toggleFullscreen;
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private bool _toggleDockedMode;
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private readonly long _ticksPerFrame;
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private long _ticks = 0;
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private readonly Stopwatch _chrono;
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private readonly Switch _device;
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private Renderer _renderer;
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private KeyboardHotkeyState _prevHotkeyState;
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private GraphicsDebugLevel _glLogLevel;
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private readonly ManualResetEvent _exitEvent;
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// Hide Cursor
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const int CursorHideIdleTime = 8; // seconds
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private static readonly Cursor _invisibleCursor = new Cursor(Display.Default, CursorType.BlankCursor);
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private long _lastCursorMoveTime;
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private bool _hideCursorOnIdle;
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private InputManager _inputManager;
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private IKeyboard _keyboardInterface;
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public GlRenderer(Switch device, InputManager inputManager, GraphicsDebugLevel glLogLevel)
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: base (GetGraphicsMode(),
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3, 3,
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glLogLevel == GraphicsDebugLevel.None
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? OpenGLContextFlags.Compat
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: OpenGLContextFlags.Compat | OpenGLContextFlags.Debug)
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{
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_inputManager = inputManager;
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NpadManager = _inputManager.CreateNpadManager();
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_keyboardInterface = (IKeyboard)_inputManager.KeyboardDriver.GetGamepad("0");
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NpadManager.ReloadConfiguration(ConfigurationState.Instance.Hid.InputConfig.Value.ToList());
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WaitEvent = new ManualResetEvent(false);
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_device = device;
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Initialized += GLRenderer_Initialized;
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Destroyed += GLRenderer_Destroyed;
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ShuttingDown += GLRenderer_ShuttingDown;
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Initialize();
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_chrono = new Stopwatch();
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_ticksPerFrame = Stopwatch.Frequency / TargetFps;
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AddEvents((int)(EventMask.ButtonPressMask
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| EventMask.ButtonReleaseMask
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| EventMask.PointerMotionMask
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| EventMask.KeyPressMask
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| EventMask.KeyReleaseMask));
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Shown += Renderer_Shown;
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_glLogLevel = glLogLevel;
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_exitEvent = new ManualResetEvent(false);
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_hideCursorOnIdle = ConfigurationState.Instance.HideCursorOnIdle;
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_lastCursorMoveTime = Stopwatch.GetTimestamp();
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ConfigurationState.Instance.HideCursorOnIdle.Event += HideCursorStateChanged;
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}
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private void HideCursorStateChanged(object sender, ReactiveEventArgs<bool> state)
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{
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Gtk.Application.Invoke(delegate
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{
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_hideCursorOnIdle = state.NewValue;
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if (_hideCursorOnIdle)
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{
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_lastCursorMoveTime = Stopwatch.GetTimestamp();
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}
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else
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{
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Window.Cursor = null;
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}
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});
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}
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private static FramebufferFormat GetGraphicsMode()
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{
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return Environment.OSVersion.Platform == PlatformID.Unix ? new FramebufferFormat(new ColorFormat(8, 8, 8, 0), 16, 0, ColorFormat.Zero, 0, 2, false) : FramebufferFormat.Default;
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}
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private void GLRenderer_ShuttingDown(object sender, EventArgs args)
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{
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_device.DisposeGpu();
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NpadManager.Dispose();
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}
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private void Parent_FocusOutEvent(object o, Gtk.FocusOutEventArgs args)
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{
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_isFocused = false;
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}
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private void Parent_FocusInEvent(object o, Gtk.FocusInEventArgs args)
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{
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_isFocused = true;
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}
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private void GLRenderer_Destroyed(object sender, EventArgs e)
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{
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ConfigurationState.Instance.HideCursorOnIdle.Event -= HideCursorStateChanged;
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NpadManager.Dispose();
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Dispose();
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}
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protected void Renderer_Shown(object sender, EventArgs e)
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{
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_isFocused = this.ParentWindow.State.HasFlag(Gdk.WindowState.Focused);
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}
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public void HandleScreenState(KeyboardStateSnapshot keyboard)
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{
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bool toggleFullscreen = keyboard.IsPressed(Key.F11)
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|| ((keyboard.IsPressed(Key.AltLeft)
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|| keyboard.IsPressed(Key.AltRight))
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&& keyboard.IsPressed(Key.Enter))
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|| keyboard.IsPressed(Key.Escape);
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bool fullScreenToggled = ParentWindow.State.HasFlag(Gdk.WindowState.Fullscreen);
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if (toggleFullscreen != _toggleFullscreen)
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{
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if (toggleFullscreen)
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{
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if (fullScreenToggled)
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{
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ParentWindow.Unfullscreen();
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(Toplevel as MainWindow)?.ToggleExtraWidgets(true);
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}
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else
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{
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if (keyboard.IsPressed(Key.Escape))
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{
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if (!ConfigurationState.Instance.ShowConfirmExit || GtkDialog.CreateExitDialog())
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{
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Exit();
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}
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}
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else
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{
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ParentWindow.Fullscreen();
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(Toplevel as MainWindow)?.ToggleExtraWidgets(false);
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}
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}
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}
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}
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_toggleFullscreen = toggleFullscreen;
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bool toggleDockedMode = keyboard.IsPressed(Key.F9);
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if (toggleDockedMode != _toggleDockedMode)
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{
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if (toggleDockedMode)
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{
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ConfigurationState.Instance.System.EnableDockedMode.Value =
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!ConfigurationState.Instance.System.EnableDockedMode.Value;
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}
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}
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_toggleDockedMode = toggleDockedMode;
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if (_hideCursorOnIdle)
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{
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long cursorMoveDelta = Stopwatch.GetTimestamp() - _lastCursorMoveTime;
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Window.Cursor = (cursorMoveDelta >= CursorHideIdleTime * Stopwatch.Frequency) ? _invisibleCursor : null;
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}
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}
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private void GLRenderer_Initialized(object sender, EventArgs e)
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{
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// Release the GL exclusivity that SPB gave us as we aren't going to use it in GTK Thread.
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OpenGLContext.MakeCurrent(null);
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WaitEvent.Set();
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}
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protected override bool OnConfigureEvent(EventConfigure evnt)
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{
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bool result = base.OnConfigureEvent(evnt);
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Gdk.Monitor monitor = Display.GetMonitorAtWindow(Window);
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_renderer.Window.SetSize(evnt.Width * monitor.ScaleFactor, evnt.Height * monitor.ScaleFactor);
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return result;
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}
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public void Start()
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{
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_chrono.Restart();
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_isActive = true;
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Gtk.Window parent = this.Toplevel as Gtk.Window;
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parent.FocusInEvent += Parent_FocusInEvent;
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parent.FocusOutEvent += Parent_FocusOutEvent;
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Gtk.Application.Invoke(delegate
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{
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parent.Present();
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string titleNameSection = string.IsNullOrWhiteSpace(_device.Application.TitleName) ? string.Empty
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: $" - {_device.Application.TitleName}";
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string titleVersionSection = string.IsNullOrWhiteSpace(_device.Application.DisplayVersion) ? string.Empty
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: $" v{_device.Application.DisplayVersion}";
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string titleIdSection = string.IsNullOrWhiteSpace(_device.Application.TitleIdText) ? string.Empty
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: $" ({_device.Application.TitleIdText.ToUpper()})";
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string titleArchSection = _device.Application.TitleIs64Bit ? " (64-bit)" : " (32-bit)";
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parent.Title = $"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}";
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});
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Thread renderLoopThread = new Thread(Render)
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{
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Name = "GUI.RenderLoop"
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};
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renderLoopThread.Start();
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Thread nvStutterWorkaround = new Thread(NVStutterWorkaround)
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{
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Name = "GUI.NVStutterWorkaround"
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};
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nvStutterWorkaround.Start();
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MainLoop();
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renderLoopThread.Join();
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nvStutterWorkaround.Join();
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Exit();
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}
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private void NVStutterWorkaround()
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{
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while (_isActive)
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{
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// When NVIDIA Threaded Optimization is on, the driver will snapshot all threads in the system whenever the application creates any new ones.
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// The ThreadPool has something called a "GateThread" which terminates itself after some inactivity.
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// However, it immediately starts up again, since the rules regarding when to terminate and when to start differ.
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// This creates a new thread every second or so.
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// The main problem with this is that the thread snapshot can take 70ms, is on the OpenGL thread and will delay rendering any graphics.
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// This is a little over budget on a frame time of 16ms, so creates a large stutter.
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// The solution is to keep the ThreadPool active so that it never has a reason to terminate the GateThread.
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// TODO: This should be removed when the issue with the GateThread is resolved.
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ThreadPool.QueueUserWorkItem((state) => { });
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Thread.Sleep(300);
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}
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}
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protected override bool OnButtonPressEvent(EventButton evnt)
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{
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_mouseX = evnt.X;
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_mouseY = evnt.Y;
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if (evnt.Button == 1)
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{
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_mousePressed = true;
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}
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return false;
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}
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protected override bool OnButtonReleaseEvent(EventButton evnt)
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{
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if (evnt.Button == 1)
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{
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_mousePressed = false;
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}
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return false;
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}
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protected override bool OnMotionNotifyEvent(EventMotion evnt)
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{
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if (evnt.Device.InputSource == InputSource.Mouse)
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{
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_mouseX = evnt.X;
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_mouseY = evnt.Y;
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}
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if (_hideCursorOnIdle)
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{
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_lastCursorMoveTime = Stopwatch.GetTimestamp();
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}
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return false;
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}
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protected override void OnGetPreferredHeight(out int minimumHeight, out int naturalHeight)
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{
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Gdk.Monitor monitor = Display.GetMonitorAtWindow(Window);
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// If the monitor is at least 1080p, use the Switch panel size as minimal size.
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if (monitor.Geometry.Height >= 1080)
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{
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minimumHeight = SwitchPanelHeight;
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}
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// Otherwise, we default minimal size to 480p 16:9.
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else
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{
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minimumHeight = 480;
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}
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naturalHeight = minimumHeight;
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}
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protected override void OnGetPreferredWidth(out int minimumWidth, out int naturalWidth)
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{
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Gdk.Monitor monitor = Display.GetMonitorAtWindow(Window);
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// If the monitor is at least 1080p, use the Switch panel size as minimal size.
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if (monitor.Geometry.Height >= 1080)
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{
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minimumWidth = SwitchPanelWidth;
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}
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// Otherwise, we default minimal size to 480p 16:9.
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else
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{
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minimumWidth = 854;
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}
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naturalWidth = minimumWidth;
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}
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public void Exit()
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{
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NpadManager?.Dispose();
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if (_isStopped)
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{
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return;
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}
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_isStopped = true;
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_isActive = false;
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_exitEvent.WaitOne();
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_exitEvent.Dispose();
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}
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public void Initialize()
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{
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if (!(_device.Gpu.Renderer is Renderer))
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{
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throw new NotSupportedException($"GPU renderer must be an OpenGL renderer when using {typeof(Renderer).Name}!");
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}
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_renderer = (Renderer)_device.Gpu.Renderer;
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}
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public void Render()
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{
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// First take exclusivity on the OpenGL context.
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_renderer.InitializeBackgroundContext(SPBOpenGLContext.CreateBackgroundContext(OpenGLContext));
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Gtk.Window parent = Toplevel as Gtk.Window;
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parent.Present();
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OpenGLContext.MakeCurrent(NativeWindow);
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_device.Gpu.Renderer.Initialize(_glLogLevel);
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// Make sure the first frame is not transparent.
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GL.ClearColor(0, 0, 0, 1.0f);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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SwapBuffers();
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_device.Gpu.InitializeShaderCache();
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Translator.IsReadyForTranslation.Set();
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while (_isActive)
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{
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if (_isStopped)
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{
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return;
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}
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_ticks += _chrono.ElapsedTicks;
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_chrono.Restart();
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if (_device.WaitFifo())
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{
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_device.Statistics.RecordFifoStart();
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_device.ProcessFrame();
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_device.Statistics.RecordFifoEnd();
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}
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while (_device.ConsumeFrameAvailable())
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{
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_device.PresentFrame(SwapBuffers);
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}
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if (_ticks >= _ticksPerFrame)
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{
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string dockedMode = ConfigurationState.Instance.System.EnableDockedMode ? "Docked" : "Handheld";
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float scale = Graphics.Gpu.GraphicsConfig.ResScale;
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if (scale != 1)
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{
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dockedMode += $" ({scale}x)";
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}
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StatusUpdatedEvent?.Invoke(this, new StatusUpdatedEventArgs(
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_device.EnableDeviceVsync,
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dockedMode,
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ConfigurationState.Instance.Graphics.AspectRatio.Value.ToText(),
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$"Game: {_device.Statistics.GetGameFrameRate():00.00} FPS",
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$"FIFO: {_device.Statistics.GetFifoPercent():0.00} %",
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$"GPU: {_renderer.GpuVendor}"));
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_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
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}
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}
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}
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public void SwapBuffers()
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{
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NativeWindow.SwapBuffers();
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}
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public void MainLoop()
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{
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while (_isActive)
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{
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UpdateFrame();
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// Polling becomes expensive if it's not slept
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Thread.Sleep(1);
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}
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_exitEvent.Set();
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}
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private bool UpdateFrame()
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{
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if (!_isActive)
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{
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return true;
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}
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if (_isStopped)
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{
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return false;
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}
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|
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if (_isFocused)
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{
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Gtk.Application.Invoke(delegate
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{
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KeyboardStateSnapshot keyboard = _keyboardInterface.GetKeyboardStateSnapshot();
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HandleScreenState(keyboard);
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|
|
if (keyboard.IsPressed(Key.Delete))
|
|
{
|
|
if (!ParentWindow.State.HasFlag(WindowState.Fullscreen))
|
|
{
|
|
Ptc.Continue();
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
NpadManager.Update(_device.Hid, _device.TamperMachine);
|
|
|
|
if(_isFocused)
|
|
{
|
|
KeyboardHotkeyState currentHotkeyState = GetHotkeyState();
|
|
|
|
if (currentHotkeyState.HasFlag(KeyboardHotkeyState.ToggleVSync) &&
|
|
!_prevHotkeyState.HasFlag(KeyboardHotkeyState.ToggleVSync))
|
|
{
|
|
_device.EnableDeviceVsync = !_device.EnableDeviceVsync;
|
|
}
|
|
|
|
_prevHotkeyState = currentHotkeyState;
|
|
}
|
|
|
|
//Touchscreen
|
|
bool hasTouch = false;
|
|
|
|
// Get screen touch position from left mouse click
|
|
// OpenTK always captures mouse events, even if out of focus, so check if window is focused.
|
|
if (_isFocused && _mousePressed)
|
|
{
|
|
float aspectWidth = SwitchPanelHeight * ConfigurationState.Instance.Graphics.AspectRatio.Value.ToFloat();
|
|
|
|
int screenWidth = AllocatedWidth;
|
|
int screenHeight = AllocatedHeight;
|
|
|
|
if (AllocatedWidth > AllocatedHeight * aspectWidth / SwitchPanelHeight)
|
|
{
|
|
screenWidth = (int)(AllocatedHeight * aspectWidth) / SwitchPanelHeight;
|
|
}
|
|
else
|
|
{
|
|
screenHeight = (AllocatedWidth * SwitchPanelHeight) / (int)aspectWidth;
|
|
}
|
|
|
|
int startX = (AllocatedWidth - screenWidth) >> 1;
|
|
int startY = (AllocatedHeight - screenHeight) >> 1;
|
|
|
|
int endX = startX + screenWidth;
|
|
int endY = startY + screenHeight;
|
|
|
|
|
|
if (_mouseX >= startX &&
|
|
_mouseY >= startY &&
|
|
_mouseX < endX &&
|
|
_mouseY < endY)
|
|
{
|
|
int screenMouseX = (int)_mouseX - startX;
|
|
int screenMouseY = (int)_mouseY - startY;
|
|
|
|
int mX = (screenMouseX * (int)aspectWidth) / screenWidth;
|
|
int mY = (screenMouseY * SwitchPanelHeight) / screenHeight;
|
|
|
|
TouchPoint currentPoint = new TouchPoint
|
|
{
|
|
X = (uint)mX,
|
|
Y = (uint)mY,
|
|
|
|
// Placeholder values till more data is acquired
|
|
DiameterX = 10,
|
|
DiameterY = 10,
|
|
Angle = 90
|
|
};
|
|
|
|
hasTouch = true;
|
|
|
|
_device.Hid.Touchscreen.Update(currentPoint);
|
|
}
|
|
}
|
|
|
|
if (!hasTouch)
|
|
{
|
|
_device.Hid.Touchscreen.Update();
|
|
}
|
|
|
|
_device.Hid.DebugPad.Update();
|
|
|
|
return true;
|
|
}
|
|
|
|
[Flags]
|
|
private enum KeyboardHotkeyState
|
|
{
|
|
None,
|
|
ToggleVSync
|
|
}
|
|
|
|
private KeyboardHotkeyState GetHotkeyState()
|
|
{
|
|
KeyboardHotkeyState state = KeyboardHotkeyState.None;
|
|
|
|
if (_keyboardInterface.IsPressed((Key)ConfigurationState.Instance.Hid.Hotkeys.Value.ToggleVsync))
|
|
{
|
|
state |= KeyboardHotkeyState.ToggleVSync;
|
|
}
|
|
|
|
return state;
|
|
}
|
|
}
|
|
}
|