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cdb240f3d4
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75
233 lines
8.1 KiB
C++
233 lines
8.1 KiB
C++
// SPDX-FileCopyrightText: 2014 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <memory>
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#include <utility>
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#include "common/common_types.h"
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#include "core/frontend/framebuffer_layout.h"
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namespace Core::Frontend {
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/// Information for the Graphics Backends signifying what type of screen pointer is in
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/// WindowInformation
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enum class WindowSystemType {
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Headless,
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Windows,
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X11,
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Wayland,
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};
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/**
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* Represents a drawing context that supports graphics operations.
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*/
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class GraphicsContext {
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public:
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virtual ~GraphicsContext();
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/// Inform the driver to swap the front/back buffers and present the current image
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virtual void SwapBuffers() {}
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/// Makes the graphics context current for the caller thread
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virtual void MakeCurrent() {}
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/// Releases (dunno if this is the "right" word) the context from the caller thread
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virtual void DoneCurrent() {}
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class Scoped {
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public:
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[[nodiscard]] explicit Scoped(GraphicsContext& context_) : context(context_) {
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context.MakeCurrent();
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}
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~Scoped() {
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if (active) {
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context.DoneCurrent();
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}
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}
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/// In the event that context was destroyed before the Scoped is destroyed, this provides a
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/// mechanism to prevent calling a destroyed object's method during the deconstructor
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void Cancel() {
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active = false;
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}
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private:
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GraphicsContext& context;
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bool active{true};
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};
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/// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value
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/// ends
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[[nodiscard]] Scoped Acquire() {
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return Scoped{*this};
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}
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};
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/**
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* Abstraction class used to provide an interface between emulation code and the frontend
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* (e.g. SDL, QGLWidget, GLFW, etc...).
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*
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* Design notes on the interaction between EmuWindow and the emulation core:
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* - Generally, decisions on anything visible to the user should be left up to the GUI.
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* For example, the emulation core should not try to dictate some window title or size.
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* This stuff is not the core's business and only causes problems with regards to thread-safety
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* anyway.
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* - Under certain circumstances, it may be desirable for the core to politely request the GUI
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* to set e.g. a minimum window size. However, the GUI should always be free to ignore any
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* such hints.
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* - EmuWindow may expose some of its state as read-only to the emulation core, however care
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* should be taken to make sure the provided information is self-consistent. This requires
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* some sort of synchronization (most of this is still a TODO).
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* - DO NOT TREAT THIS CLASS AS A GUI TOOLKIT ABSTRACTION LAYER. That's not what it is. Please
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* re-read the upper points again and think about it if you don't see this.
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*/
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class EmuWindow {
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public:
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/// Data structure to store emuwindow configuration
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struct WindowConfig {
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bool fullscreen = false;
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int res_width = 0;
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int res_height = 0;
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std::pair<u32, u32> min_client_area_size;
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};
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/// Data describing host window system information
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struct WindowSystemInfo {
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// Window system type. Determines which GL context or Vulkan WSI is used.
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WindowSystemType type = WindowSystemType::Headless;
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// Connection to a display server. This is used on X11 and Wayland platforms.
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void* display_connection = nullptr;
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// Render surface. This is a pointer to the native window handle, which depends
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// on the platform. e.g. HWND for Windows, Window for X11. If the surface is
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// set to nullptr, the video backend will run in headless mode.
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void* render_surface = nullptr;
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// Scale of the render surface. For hidpi systems, this will be >1.
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float render_surface_scale = 1.0f;
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};
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/// Called from GPU thread when a frame is displayed.
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virtual void OnFrameDisplayed() {}
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/**
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* Returns a GraphicsContext that the frontend provides to be used for rendering.
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*/
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virtual std::unique_ptr<GraphicsContext> CreateSharedContext() const = 0;
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/// Returns if window is shown (not minimized)
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virtual bool IsShown() const = 0;
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/**
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* Returns currently active configuration.
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* @note Accesses to the returned object need not be consistent because it may be modified in
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* another thread
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*/
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const WindowConfig& GetActiveConfig() const {
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return active_config;
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}
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/**
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* Requests the internal configuration to be replaced by the specified argument at some point in
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* the future.
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* @note This method is thread-safe, because it delays configuration changes to the GUI event
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* loop. Hence there is no guarantee on when the requested configuration will be active.
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*/
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void SetConfig(const WindowConfig& val) {
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config = val;
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}
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/**
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* Returns system information about the drawing area.
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*/
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const WindowSystemInfo& GetWindowInfo() const {
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return window_info;
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}
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/**
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* Gets the framebuffer layout (width, height, and screen regions)
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* @note This method is thread-safe
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*/
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const Layout::FramebufferLayout& GetFramebufferLayout() const {
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return framebuffer_layout;
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}
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/**
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* Convenience method to update the current frame layout
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* Read from the current settings to determine which layout to use.
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*/
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void UpdateCurrentFramebufferLayout(u32 width, u32 height);
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protected:
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explicit EmuWindow();
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virtual ~EmuWindow();
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/**
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* Processes any pending configuration changes from the last SetConfig call.
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* This method invokes OnMinimalClientAreaChangeRequest if the corresponding configuration
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* field changed.
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* @note Implementations will usually want to call this from the GUI thread.
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* @todo Actually call this in existing implementations.
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*/
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void ProcessConfigurationChanges() {
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// TODO: For proper thread safety, we should eventually implement a proper
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// multiple-writer/single-reader queue...
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if (config.min_client_area_size != active_config.min_client_area_size) {
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OnMinimalClientAreaChangeRequest(config.min_client_area_size);
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config.min_client_area_size = active_config.min_client_area_size;
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}
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}
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/**
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* Update framebuffer layout with the given parameter.
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* @note EmuWindow implementations will usually use this in window resize event handlers.
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*/
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void NotifyFramebufferLayoutChanged(const Layout::FramebufferLayout& layout) {
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framebuffer_layout = layout;
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}
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/**
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* Update internal client area size with the given parameter.
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* @note EmuWindow implementations will usually use this in window resize event handlers.
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*/
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void NotifyClientAreaSizeChanged(std::pair<u32, u32> size) {
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client_area_width = size.first;
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client_area_height = size.second;
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}
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/**
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* Converts a screen postion into the equivalent touchscreen position.
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*/
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std::pair<f32, f32> MapToTouchScreen(u32 framebuffer_x, u32 framebuffer_y) const;
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WindowSystemInfo window_info;
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private:
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/**
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* Handler called when the minimal client area was requested to be changed via SetConfig.
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* For the request to be honored, EmuWindow implementations will usually reimplement this
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* function.
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*/
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virtual void OnMinimalClientAreaChangeRequest(std::pair<u32, u32>) {
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// By default, ignore this request and do nothing.
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}
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/**
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* Clip the provided coordinates to be inside the touchscreen area.
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*/
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std::pair<u32, u32> ClipToTouchScreen(u32 new_x, u32 new_y) const;
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Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
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u32 client_area_width; ///< Current client width, should be set by window impl.
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u32 client_area_height; ///< Current client height, should be set by window impl.
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WindowConfig config; ///< Internal configuration (changes pending for being applied in
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/// ProcessConfigurationChanges)
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WindowConfig active_config; ///< Internal active configuration
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};
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} // namespace Core::Frontend
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