Integrate standalone FSUI into Panda SDL frontend

This commit is contained in:
moonpower
2026-04-03 06:16:04 +02:00
parent 6be36b20ed
commit f2bc79352f
14 changed files with 2348 additions and 471 deletions

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@@ -1,6 +1,7 @@
#pragma once
#include <filesystem>
#include <string>
#include <vector>
#include "audio/dsp_core.hpp"
#include "frontend_settings.hpp"
@@ -110,6 +111,15 @@ struct EmulatorConfig {
static constexpr size_t maxRecentGames = 8;
std::vector<std::filesystem::path> recentlyPlayed;
std::vector<std::filesystem::path> fsuiGameListPaths;
std::vector<std::filesystem::path> fsuiGameListRecursivePaths;
std::filesystem::path fsuiCoversPath = "";
int fsuiDefaultGameView = 0;
int fsuiGameSort = 0;
bool fsuiGameSortReverse = false;
std::string fsuiTheme = "Dark";
std::string fsuiPromptIconPack = "Auto";
std::filesystem::path fsuiBackgroundImagePath = "";
// Frontend window settings
struct WindowSettings {

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@@ -126,6 +126,7 @@ class Emulator {
ServiceManager& getServiceManager() { return kernel.getServiceManager(); }
LuaManager& getLua() { return lua; }
AudioDeviceInterface& getAudioDevice() { return audioDevice; }
const std::optional<std::filesystem::path>& getROMPath() const { return romPath; }
RendererType getRendererType() const { return config.rendererType; }
Renderer* getRenderer() { return gpu.getRenderer(); }

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@@ -28,6 +28,7 @@ struct FrontendSettings {
WindowIcon icon = WindowIcon::Rpog;
std::string language = "en";
bool showImGuiDebugPanel = true;
bool enableFullscreenUI = false;
#ifdef IMGUI_FRONTEND
bool stretchImGuiOutputToWindow = true;
#else
@@ -39,4 +40,5 @@ struct FrontendSettings {
static WindowIcon iconFromString(std::string inString);
static const char* iconToString(WindowIcon icon);
static bool defaultFullscreenUIEnabled();
};

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@@ -4,10 +4,17 @@
#include <SDL.h>
#include <filesystem>
#include <functional>
#include <memory>
#include <optional>
#include "emulator.hpp"
#include "fsui/backend_sdl.hpp"
#include "fsui/fsui.hpp"
#include "panda_sdl/panda_fsui.hpp"
struct ImFont;
class ImGuiLayer {
public:
@@ -30,13 +37,24 @@ class ImGuiLayer {
void showPauseMenuFromController();
private:
bool useFullscreenUI();
void drawDebugPanel();
void drawPausePanel();
void drawSettingsPanel();
void drawClassicPausePanel();
void drawClassicSettingsPanel();
void drawSettingsGeneralSection(bool& reloadSettings);
void drawSettingsWindowSection(bool& reloadSettings);
void drawSettingsUISection(bool& reloadSettings);
void drawSettingsGraphicsSection(bool& reloadSettings);
void drawSettingsAudioSection(bool& reloadSettings);
void drawSettingsBatterySection(bool& reloadSettings);
void drawSettingsSDSection(bool& reloadSettings);
SDL_Window* window = nullptr;
SDL_GLContext glContext = nullptr;
Emulator& emu;
fsui::FontStack fontStack;
fsui::SdlImGuiBackend imguiBackend;
PandaFsuiAdapter fsuiAdapter;
bool showDebug = true;
bool showPauseMenu = false;
@@ -44,6 +62,7 @@ class ImGuiLayer {
bool isPaused = false;
bool captureKeyboard = false;
bool captureMouse = false;
bool fullscreenSelectorMode = false;
std::function<void(bool)> onPauseChange;
std::function<void(bool)> onVsyncChange;

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@@ -0,0 +1,92 @@
#pragma once
#ifdef IMGUI_FRONTEND
#include <SDL.h>
#include <filesystem>
#include <functional>
#include <optional>
#include <vector>
#include "fsui/fsui.hpp"
class Emulator;
class PandaFsuiAdapter {
public:
enum class ClassicUiRequest {
None,
Return,
OpenSettings,
};
PandaFsuiAdapter(SDL_Window* window, Emulator& emu);
bool initialize(const fsui::FontStack& fonts);
void shutdown(bool clear_state);
void render();
void consumeCommands();
void setSelectorMode(bool selector_mode);
bool isSelectorMode() const;
bool hasActiveWindow() const;
void openPauseMenu();
void returnToPreviousWindow();
void returnToMainWindow();
void switchToSettings();
std::optional<std::filesystem::path> consumeLaunchPath();
bool consumeCloseSelector();
ClassicUiRequest consumeClassicUiRequest();
void setPauseCallback(std::function<void(bool)> callback);
void setVsyncCallback(std::function<void(bool)> callback);
void setExitToSelectorCallback(std::function<void()> callback);
private:
struct ParsedMetadata;
struct LanguageOption;
void syncUiStateFromConfig();
void persistUiState(bool reload);
void seedGameListPathsIfNeeded();
std::vector<std::filesystem::path> currentScanRoots() const;
bool hasSupportedExtension(const std::filesystem::path& path) const;
std::vector<fsui::GameEntry> buildGameList();
std::vector<fsui::SettingsPageDescriptor> buildSettingsPages(fsui::SettingsScope scope);
fsui::CurrentGameInfo buildCurrentGameInfo();
std::vector<fsui::MenuItemDescriptor> buildLandingItems();
std::vector<fsui::MenuItemDescriptor> buildStartItems();
std::vector<fsui::MenuItemDescriptor> buildExitItems();
std::vector<fsui::MenuItemDescriptor> buildPauseItems();
std::vector<fsui::MenuItemDescriptor> buildGameLaunchOptions(const fsui::GameEntry& entry);
std::optional<ParsedMetadata> readMetadataForPath(const std::filesystem::path& path) const;
fsui::GameEntry buildGameListEntry(const std::filesystem::directory_entry& entry) const;
std::filesystem::path defaultCoverDirectory() const;
std::filesystem::path findCoverPath(const std::filesystem::path& rom_path, const std::string& title_id) const;
std::string currentGameTitle() const;
std::string currentGameSubtitle() const;
std::string formatPercent(float value) const;
std::string formatInteger(int value) const;
std::string formatTitleId(std::uint64_t program_id) const;
void openFileAndLaunch();
void requestLaunchPath(const std::filesystem::path& path);
void requestClassicUi(bool open_settings);
void openUnsupportedPrompt(std::string title, std::string message) const;
SDL_Window* window = nullptr;
Emulator& emu;
fsui::UiContext fsuiContext;
fsui::UiState uiState;
std::vector<fsui::GameEntry> cachedGameList;
std::optional<std::filesystem::path> pendingLaunchPath;
bool closeSelectorRequested = false;
ClassicUiRequest pendingClassicUiRequest = ClassicUiRequest::None;
std::function<void(bool)> onPauseChange;
std::function<void(bool)> onVsyncChange;
std::function<void()> onExitToSelector;
};
#endif