Gopher2600/gui/sdlimgui/playscr.go
JetSetIlly d32262adff simplified how gui implements and handles notifications
debugger no longer sends play, pause notifications to the gui. the gui
polls for that information as required

govern package now has SubState type to complement the State type.
StateIntegrity() function enforces combinations of State and SubState,
called from debugger.setState() function

playmode notifications reworked and contained in a single playmode_overlay.go
file. this includes the FPS and screen detail

preference value sdlimgui.playmode.fpsOverlay replaced with
sdlimgui.playmode.fpsDetail. still toggled with F7 key

coproc icon moved to top-left corner of playmode overlay and only
visible when FPS detail is showing

when FPS detail is showing multiple (small) icons care shown. when it is
not showing, a single (large) icon is shown according to the priority of
the icon. eg. pause indicator has higher priority than the mute
indicator
2024-04-12 18:20:29 +01:00

169 lines
4.6 KiB
Go

// This file is part of Gopher2600.
//
// Gopher2600 is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Gopher2600 is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Gopher2600. If not, see <https://www.gnu.org/licenses/>.
package sdlimgui
import (
"time"
"github.com/inkyblackness/imgui-go/v4"
"github.com/jetsetilly/gopher2600/hardware/television/specification"
)
// note that values from the lazy package will not be updated in the service
// loop when the emulator is in playmode. nothing in winPlayScr() therefore
// should rely on any lazy value.
type playScr struct {
img *SdlImgui
// reference to screen data
scr *screen
// textures. displayTexture is the presentation texture
displayTexture texture
// the tv screen has captured mouse input
isCaptured bool
imagePosMin imgui.Vec2
imagePosMax imgui.Vec2
// scaling of texture and calculated dimensions
xscaling float32
yscaling float32
scaledWidth float32
scaledHeight float32
// number of scanlines in current image. taken from screen but is crit section safe
visibleScanlines int
// overlay for play screen
overlay playscrOverlay
}
func newPlayScr(img *SdlImgui) *playScr {
win := &playScr{
img: img,
scr: img.screen,
overlay: playscrOverlay{
fpsPulse: time.NewTicker(time.Second),
fps: "waiting",
},
}
win.overlay.playscr = win
// set texture, creation of textures will be done after every call to resize()
// clamp is important for LINEAR filtering. not noticeable for NEAREST filtering
win.displayTexture = img.rnd.addTexture(texturePlayscr, true, true)
// set scale and padding on startup. scale and padding will be recalculated
// on window resize and textureRenderer.resize()
win.scr.crit.section.Lock()
win.setScaling()
win.scr.crit.section.Unlock()
return win
}
func (win *playScr) draw() {
win.img.screen.crit.section.Lock()
defer win.img.screen.crit.section.Unlock()
dl := imgui.BackgroundDrawList()
dl.AddImage(imgui.TextureID(win.displayTexture.getID()), win.imagePosMin, win.imagePosMax)
win.overlay.draw()
}
// resize() implements the textureRenderer interface.
func (win *playScr) resize() {
win.displayTexture.markForCreation()
win.setScaling()
}
// render() implements the textureRenderer interface.
//
// render is called by service loop (via screen.render()). acquires it's own
// crit.section lock.
func (win *playScr) render() {
win.scr.crit.section.Lock()
defer win.scr.crit.section.Unlock()
win.displayTexture.render(win.scr.crit.cropPixels)
// unlike dbgscr, there is no need to call setScaling() every render()
}
// must be called from with a critical section.
func (win *playScr) setScaling() {
rot := win.scr.rotation.Load().(specification.Rotation)
sz := win.img.plt.displaySize()
screenRegion := imgui.Vec2{X: sz[0], Y: sz[1]}
w := float32(win.scr.crit.cropPixels.Bounds().Size().X)
h := float32(win.scr.crit.cropPixels.Bounds().Size().Y)
adj := float32(specification.AspectBias)
if rot == specification.NormalRotation || rot == specification.FlippedRotation {
adj *= pixelWidth
}
adjW := w * adj
var scaling float32
winRatio := screenRegion.X / screenRegion.Y
aspectRatio := adjW / h
if aspectRatio < winRatio {
// window wider than TV screen
scaling = screenRegion.Y / h
} else {
// TV screen wider than window
scaling = screenRegion.X / adjW
}
// limit scaling to 1x
if scaling < 1 {
scaling = 1
}
// limit scaling to whole integers
if win.img.crtPrefs == nil || win.img.crtPrefs.IntegerScaling.Get().(bool) {
scaling = float32(int(scaling))
}
win.imagePosMin = imgui.Vec2{
X: float32(int((screenRegion.X - (adjW * scaling)) / 2)),
Y: float32(int((screenRegion.Y - (h * scaling)) / 2)),
}
win.imagePosMax = screenRegion.Minus(win.imagePosMin)
win.yscaling = scaling
win.xscaling = scaling * adj
win.scaledWidth = w * win.xscaling
win.scaledHeight = h * win.yscaling
// get visibleScanlines while we're in critical section
win.visibleScanlines = win.scr.crit.frameInfo.VisibleBottom - win.scr.crit.frameInfo.VisibleTop
}
// textureSpec implements the scalingImage specification
func (win *playScr) textureSpec() (uint32, float32, float32) {
return win.displayTexture.getID(), win.scaledWidth, win.scaledHeight
}