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Ryujinx/Ryujinx.Headless.SDL2/WindowBase.cs
Caian Benedicto 380b95bc59
Inline software keyboard without input pop up dialog (#2180)
* Initial implementation

* Refactor dynamic text input keys out to facilitate configuration via UI

* Fix code styling

* Add per applet indirect layer handles

* Remove static functions from SoftwareKeyboardRenderer

* Remove inline keyboard reset delay

* Remove inline keyboard V2 responses

* Add inline keyboard soft-lock recovering

* Add comments

* Forward accept and cancel key names to the keyboard and add soft-lock prevention line

* Add dummy window to handle paste events

* Rework inline keyboard state machine and graphics

* Implement IHostUiHandler interfaces on headless WindowBase class

* Add inline keyboard assets

* Fix coding style

* Fix coding style

* Change mode cycling shortcut to F6

* Fix invalid calc size error in games using extended calc

* Remove unnecessary namespaces
2021-10-12 21:54:21 +02:00

417 lines
14 KiB
C#

using ARMeilleure.Translation;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.GAL.Multithreading;
using Ryujinx.HLE.HOS.Applets;
using Ryujinx.HLE.HOS.Services.Am.AppletOE.ApplicationProxyService.ApplicationProxy.Types;
using Ryujinx.HLE.Ui;
using Ryujinx.Input;
using Ryujinx.Input.HLE;
using Ryujinx.SDL2.Common;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
using static SDL2.SDL;
using Switch = Ryujinx.HLE.Switch;
namespace Ryujinx.Headless.SDL2
{
abstract class WindowBase : IHostUiHandler, IDisposable
{
protected const int DefaultWidth = 1280;
protected const int DefaultHeight = 720;
private const SDL_WindowFlags DefaultFlags = SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI | SDL_WindowFlags.SDL_WINDOW_RESIZABLE | SDL_WindowFlags.SDL_WINDOW_INPUT_FOCUS | SDL_WindowFlags.SDL_WINDOW_SHOWN;
private const int TargetFps = 60;
public NpadManager NpadManager { get; }
public TouchScreenManager TouchScreenManager { get; }
public Switch Device { get; private set; }
public IRenderer Renderer { get; private set; }
public event EventHandler<StatusUpdatedEventArgs> StatusUpdatedEvent;
protected IntPtr WindowHandle { get; set; }
public IHostUiTheme HostUiTheme { get; }
protected SDL2MouseDriver MouseDriver;
private InputManager _inputManager;
private IKeyboard _keyboardInterface;
private GraphicsDebugLevel _glLogLevel;
private readonly Stopwatch _chrono;
private readonly long _ticksPerFrame;
private readonly ManualResetEvent _exitEvent;
private long _ticks;
private bool _isActive;
private bool _isStopped;
private uint _windowId;
private string _gpuVendorName;
private AspectRatio _aspectRatio;
private bool _enableMouse;
public WindowBase(InputManager inputManager, GraphicsDebugLevel glLogLevel, AspectRatio aspectRatio, bool enableMouse)
{
MouseDriver = new SDL2MouseDriver();
_inputManager = inputManager;
_inputManager.SetMouseDriver(MouseDriver);
NpadManager = _inputManager.CreateNpadManager();
TouchScreenManager = _inputManager.CreateTouchScreenManager();
_keyboardInterface = (IKeyboard)_inputManager.KeyboardDriver.GetGamepad("0");
_glLogLevel = glLogLevel;
_chrono = new Stopwatch();
_ticksPerFrame = Stopwatch.Frequency / TargetFps;
_exitEvent = new ManualResetEvent(false);
_aspectRatio = aspectRatio;
_enableMouse = enableMouse;
HostUiTheme = new HeadlessHostUiTheme();
SDL2Driver.Instance.Initialize();
}
public void Initialize(Switch device, List<InputConfig> inputConfigs, bool enableKeyboard, bool enableMouse)
{
Device = device;
IRenderer renderer = Device.Gpu.Renderer;
if (renderer is ThreadedRenderer tr)
{
renderer = tr.BaseRenderer;
}
Renderer = renderer;
NpadManager.Initialize(device, inputConfigs, enableKeyboard, enableMouse);
TouchScreenManager.Initialize(device);
}
private void InitializeWindow()
{
string titleNameSection = string.IsNullOrWhiteSpace(Device.Application.TitleName) ? string.Empty
: $" - {Device.Application.TitleName}";
string titleVersionSection = string.IsNullOrWhiteSpace(Device.Application.DisplayVersion) ? string.Empty
: $" v{Device.Application.DisplayVersion}";
string titleIdSection = string.IsNullOrWhiteSpace(Device.Application.TitleIdText) ? string.Empty
: $" ({Device.Application.TitleIdText.ToUpper()})";
string titleArchSection = Device.Application.TitleIs64Bit ? " (64-bit)" : " (32-bit)";
WindowHandle = SDL_CreateWindow($"Ryujinx {Program.Version}{titleNameSection}{titleVersionSection}{titleIdSection}{titleArchSection}", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, DefaultWidth, DefaultHeight, DefaultFlags | GetWindowFlags());
if (WindowHandle == IntPtr.Zero)
{
string errorMessage = $"SDL_CreateWindow failed with error \"{SDL_GetError()}\"";
Logger.Error?.Print(LogClass.Application, errorMessage);
throw new Exception(errorMessage);
}
_windowId = SDL_GetWindowID(WindowHandle);
SDL2Driver.Instance.RegisterWindow(_windowId, HandleWindowEvent);
}
private void HandleWindowEvent(SDL_Event evnt)
{
if (evnt.type == SDL_EventType.SDL_WINDOWEVENT)
{
switch (evnt.window.windowEvent)
{
case SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED:
Renderer?.Window.SetSize(evnt.window.data1, evnt.window.data2);
MouseDriver.SetClientSize(evnt.window.data1, evnt.window.data2);
break;
case SDL_WindowEventID.SDL_WINDOWEVENT_CLOSE:
Exit();
break;
default:
break;
}
}
else
{
MouseDriver.Update(evnt);
}
}
protected abstract void InitializeRenderer();
protected abstract void FinalizeRenderer();
protected abstract void SwapBuffers();
protected abstract string GetGpuVendorName();
public abstract SDL_WindowFlags GetWindowFlags();
public void Render()
{
InitializeRenderer();
Device.Gpu.Renderer.Initialize(_glLogLevel);
_gpuVendorName = GetGpuVendorName();
Device.Gpu.Renderer.RunLoop(() =>
{
Device.Gpu.InitializeShaderCache();
Translator.IsReadyForTranslation.Set();
while (_isActive)
{
if (_isStopped)
{
return;
}
_ticks += _chrono.ElapsedTicks;
_chrono.Restart();
if (Device.WaitFifo())
{
Device.Statistics.RecordFifoStart();
Device.ProcessFrame();
Device.Statistics.RecordFifoEnd();
}
while (Device.ConsumeFrameAvailable())
{
Device.PresentFrame(SwapBuffers);
}
if (_ticks >= _ticksPerFrame)
{
string dockedMode = Device.System.State.DockedMode ? "Docked" : "Handheld";
float scale = Graphics.Gpu.GraphicsConfig.ResScale;
if (scale != 1)
{
dockedMode += $" ({scale}x)";
}
StatusUpdatedEvent?.Invoke(this, new StatusUpdatedEventArgs(
Device.EnableDeviceVsync,
dockedMode,
Device.Configuration.AspectRatio.ToText(),
$"Game: {Device.Statistics.GetGameFrameRate():00.00} FPS ({Device.Statistics.GetGameFrameTime():00.00} ms)",
$"FIFO: {Device.Statistics.GetFifoPercent():0.00} %",
$"GPU: {_gpuVendorName}"));
_ticks = Math.Min(_ticks - _ticksPerFrame, _ticksPerFrame);
}
}
});
FinalizeRenderer();
}
public void Exit()
{
TouchScreenManager?.Dispose();
NpadManager?.Dispose();
if (_isStopped)
{
return;
}
_isStopped = true;
_isActive = false;
_exitEvent.WaitOne();
_exitEvent.Dispose();
}
public void MainLoop()
{
while (_isActive)
{
UpdateFrame();
SDL_PumpEvents();
// Polling becomes expensive if it's not slept
Thread.Sleep(1);
}
_exitEvent.Set();
}
private void NVStutterWorkaround()
{
while (_isActive)
{
// When NVIDIA Threaded Optimization is on, the driver will snapshot all threads in the system whenever the application creates any new ones.
// The ThreadPool has something called a "GateThread" which terminates itself after some inactivity.
// However, it immediately starts up again, since the rules regarding when to terminate and when to start differ.
// This creates a new thread every second or so.
// The main problem with this is that the thread snapshot can take 70ms, is on the OpenGL thread and will delay rendering any graphics.
// This is a little over budget on a frame time of 16ms, so creates a large stutter.
// The solution is to keep the ThreadPool active so that it never has a reason to terminate the GateThread.
// TODO: This should be removed when the issue with the GateThread is resolved.
ThreadPool.QueueUserWorkItem((state) => { });
Thread.Sleep(300);
}
}
private bool UpdateFrame()
{
if (!_isActive)
{
return true;
}
if (_isStopped)
{
return false;
}
NpadManager.Update();
// Touchscreen
bool hasTouch = false;
// Get screen touch position
if (!_enableMouse)
{
hasTouch = TouchScreenManager.Update(true, (_inputManager.MouseDriver as SDL2MouseDriver).IsButtonPressed(MouseButton.Button1), _aspectRatio.ToFloat());
}
if (!hasTouch)
{
TouchScreenManager.Update(false);
}
Device.Hid.DebugPad.Update();
return true;
}
public void Execute()
{
_chrono.Restart();
_isActive = true;
InitializeWindow();
Thread renderLoopThread = new Thread(Render)
{
Name = "GUI.RenderLoop"
};
renderLoopThread.Start();
Thread nvStutterWorkaround = null;
if (Renderer is Graphics.OpenGL.Renderer)
{
nvStutterWorkaround = new Thread(NVStutterWorkaround)
{
Name = "GUI.NVStutterWorkaround"
};
nvStutterWorkaround.Start();
}
MainLoop();
renderLoopThread.Join();
nvStutterWorkaround?.Join();
Exit();
}
public bool DisplayInputDialog(SoftwareKeyboardUiArgs args, out string userText)
{
// SDL2 doesn't support input dialogs
userText = "Ryujinx";
return true;
}
public bool DisplayMessageDialog(string title, string message)
{
SDL_ShowSimpleMessageBox(SDL_MessageBoxFlags.SDL_MESSAGEBOX_INFORMATION, title, message, WindowHandle);
return true;
}
public bool DisplayMessageDialog(ControllerAppletUiArgs args)
{
string playerCount = args.PlayerCountMin == args.PlayerCountMax ? $"exactly {args.PlayerCountMin}" : $"{args.PlayerCountMin}-{args.PlayerCountMax}";
string message = $"Application requests {playerCount} player(s) with:\n\n"
+ $"TYPES: {args.SupportedStyles}\n\n"
+ $"PLAYERS: {string.Join(", ", args.SupportedPlayers)}\n\n"
+ (args.IsDocked ? "Docked mode set. Handheld is also invalid.\n\n" : "")
+ "Please reconfigure Input now and then press OK.";
return DisplayMessageDialog("Controller Applet", message);
}
public IDynamicTextInputHandler CreateDynamicTextInputHandler()
{
return new HeadlessDynamicTextInputHandler();
}
public void ExecuteProgram(Switch device, ProgramSpecifyKind kind, ulong value)
{
device.Configuration.UserChannelPersistence.ExecuteProgram(kind, value);
Exit();
}
public bool DisplayErrorAppletDialog(string title, string message, string[] buttonsText)
{
SDL_MessageBoxData data = new SDL_MessageBoxData
{
title = title,
message = message,
buttons = new SDL_MessageBoxButtonData[buttonsText.Length],
numbuttons = buttonsText.Length,
window = WindowHandle
};
for (int i = 0; i < buttonsText.Length; i++)
{
data.buttons[i] = new SDL_MessageBoxButtonData
{
buttonid = i,
text = buttonsText[i]
};
}
SDL_ShowMessageBox(ref data, out int _);
return true;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_isActive = false;
TouchScreenManager?.Dispose();
NpadManager.Dispose();
SDL2Driver.Instance.UnregisterWindow(_windowId);
SDL_DestroyWindow(WindowHandle);
SDL2Driver.Instance.Dispose();
}
}
}
}