forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			339 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			339 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <QApplication>
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#include <QDesktopWidget>
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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 "imgui.h"
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#include "Core/ConfigManager.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/RenderWidget.h"
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#include "DolphinQt/Resources.h"
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#include "DolphinQt/Settings.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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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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  setAcceptDrops(true);
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  QPalette p;
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  p.setColor(QPalette::Background, 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 (!SConfig::GetInstance().bRenderWindowAutoSize || isFullScreen() || isMaximized())
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      return;
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    resize(w, h);
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  });
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  connect(&Settings::Instance(), &Settings::EmulationStateChanged, this, [this](Core::State state) {
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    SetFillBackground(SConfig::GetInstance().bRenderToMain && state == Core::State::Uninitialized);
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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::HideCursorChanged, this,
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          &RenderWidget::OnHideCursorChanged);
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  OnHideCursorChanged();
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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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  SetFillBackground(true);
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}
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void RenderWidget::SetFillBackground(bool fill)
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{
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  setAttribute(Qt::WA_OpaquePaintEvent, !fill);
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  setAttribute(Qt::WA_NoSystemBackground, !fill);
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  setAutoFillBackground(fill);
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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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  setCursor(Settings::Instance().GetHideCursor() ? Qt::BlankCursor : Qt::ArrowCursor);
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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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  if (was_visible)
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    show();
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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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    setCursor(Qt::BlankCursor);
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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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  const auto dpr =
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      QGuiApplication::screens()[QApplication::desktop()->screenNumber(this)]->devicePixelRatio();
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  emit SizeChanged(width() * dpr, height() * dpr);
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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::Paint:
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    return !autoFillBackground();
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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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  case QEvent::MouseMove:
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    if (g_Config.bFreeLook)
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      OnFreeLookMouseMove(static_cast<QMouseEvent*>(event));
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  // [[fallthrough]]
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  case QEvent::MouseButtonPress:
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    if (!Settings::Instance().GetHideCursor() && isActiveWindow())
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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::WindowActivate:
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    if (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::State::Paused)
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      Core::SetState(Core::State::Running);
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    emit FocusChanged(true);
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    break;
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  case QEvent::WindowDeactivate:
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    if (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::State::Running)
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      Core::SetState(Core::State::Paused);
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    emit FocusChanged(false);
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    break;
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  case QEvent::Resize:
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  {
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    const QResizeEvent* se = static_cast<QResizeEvent*>(event);
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    QSize new_size = se->size();
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    auto* desktop = QApplication::desktop();
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    int screen_nr = desktop->screenNumber(this);
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    if (screen_nr == -1)
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      screen_nr = desktop->screenNumber(parentWidget());
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    const auto dpr = desktop->screen(screen_nr)->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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  case QEvent::WindowStateChange:
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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::OnFreeLookMouseMove(QMouseEvent* event)
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{
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  if (event->buttons() & Qt::MidButton)
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  {
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    // Mouse Move
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    VertexShaderManager::TranslateView((event->x() - m_last_mouse[0]) / 50.0f,
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                                       (event->y() - m_last_mouse[1]) / 50.0f);
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  }
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  else if (event->buttons() & Qt::RightButton)
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  {
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    // Mouse Look
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    VertexShaderManager::RotateView((event->x() - m_last_mouse[0]) / 200.0f,
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                                    (event->y() - m_last_mouse[1]) / 200.0f);
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  }
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  m_last_mouse[0] = event->x();
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  m_last_mouse[1] = event->y();
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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 < ArraySize(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)->x() * scale;
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    ImGui::GetIO().MousePos.y = static_cast<const QMouseEvent*>(event)->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());
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    for (size_t i = 0; i < ArraySize(ImGui::GetIO().MouseDown); i++)
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      ImGui::GetIO().MouseDown[i] = (button_mask & (1u << i)) != 0;
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  }
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  break;
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  default:
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    break;
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  }
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}
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void RenderWidget::SetImGuiKeyMap()
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{
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  static const int key_map[][2] = {{ImGuiKey_Tab, Qt::Key_Tab},
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                                   {ImGuiKey_LeftArrow, Qt::Key_Left},
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                                   {ImGuiKey_RightArrow, Qt::Key_Right},
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                                   {ImGuiKey_UpArrow, Qt::Key_Up},
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                                   {ImGuiKey_DownArrow, Qt::Key_Down},
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                                   {ImGuiKey_PageUp, Qt::Key_PageUp},
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                                   {ImGuiKey_PageDown, Qt::Key_PageDown},
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                                   {ImGuiKey_Home, Qt::Key_Home},
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                                   {ImGuiKey_End, Qt::Key_End},
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                                   {ImGuiKey_Insert, Qt::Key_Insert},
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                                   {ImGuiKey_Delete, Qt::Key_Delete},
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                                   {ImGuiKey_Backspace, Qt::Key_Backspace},
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                                   {ImGuiKey_Space, Qt::Key_Space},
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                                   {ImGuiKey_Enter, Qt::Key_Enter},
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                                   {ImGuiKey_Escape, Qt::Key_Escape},
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                                   {ImGuiKey_A, Qt::Key_A},
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                                   {ImGuiKey_C, Qt::Key_C},
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                                   {ImGuiKey_V, Qt::Key_V},
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                                   {ImGuiKey_X, Qt::Key_X},
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                                   {ImGuiKey_Y, Qt::Key_Y},
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                                   {ImGuiKey_Z, Qt::Key_Z}};
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  auto lock = g_renderer->GetImGuiLock();
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  for (size_t i = 0; i < ArraySize(key_map); i++)
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    ImGui::GetIO().KeyMap[key_map[i][0]] = (key_map[i][1] & 0x1FF);
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}
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