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Dependencies: Remove GLFW, Add SDL2
Dependencies: Remove GLFW, Add SDL2
citra: Remove GLFW, Add SDL2 FindSDL2: Do not CACHE SDL2_* variables if library is not found EmuWindow_SDL2: Set minimal client area at initialisation time EmuWindow_SDL2: Corrections EmuWindow_SDL2: Fix no decorations on startup on OS X cmake: windows_copy_filespull/15/merge
17 changed files with 551 additions and 304 deletions
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13.travis-deps.sh
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2.travis.yml
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29CMakeLists.txt
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2appveyor.yml
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224externals/cmake-modules/FindSDL2.cmake
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28externals/cmake-modules/WindowsCopyFiles.cmake
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2src/CMakeLists.txt
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19src/citra/CMakeLists.txt
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4src/citra/citra.cpp
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48src/citra/config.cpp
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4src/citra/config.h
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2src/citra/default_ini.h
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168src/citra/emu_window/emu_window_glfw.cpp
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54src/citra/emu_window/emu_window_glfw.h
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167src/citra/emu_window/emu_window_sdl2.cpp
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64src/citra/emu_window/emu_window_sdl2.h
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25src/citra_qt/CMakeLists.txt
@ -0,0 +1,224 @@ |
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# This module defines |
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# SDL2_LIBRARY, the name of the library to link against |
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# SDL2_FOUND, if false, do not try to link to SDL2 |
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# SDL2_INCLUDE_DIR, where to find SDL.h |
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# |
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# This module responds to the the flag: |
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# SDL2_BUILDING_LIBRARY |
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# If this is defined, then no SDL2main will be linked in because |
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# only applications need main(). |
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# Otherwise, it is assumed you are building an application and this |
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# module will attempt to locate and set the the proper link flags |
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# as part of the returned SDL2_LIBRARY variable. |
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# |
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# Don't forget to include SDLmain.h and SDLmain.m your project for the |
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# OS X framework based version. (Other versions link to -lSDL2main which |
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# this module will try to find on your behalf.) Also for OS X, this |
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# module will automatically add the -framework Cocoa on your behalf. |
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# |
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# |
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# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration |
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# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library |
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# (SDL2.dll, libsdl2.so, SDL2.framework, etc). |
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# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again. |
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# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value |
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# as appropriate. These values are used to generate the final SDL2_LIBRARY |
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# variable, but when these values are unset, SDL2_LIBRARY does not get created. |
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# |
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# |
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# $SDL2DIR is an environment variable that would |
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# correspond to the ./configure --prefix=$SDL2DIR |
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# used in building SDL2. |
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# l.e.galup 9-20-02 |
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# |
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# Modified by Eric Wing. |
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# Added code to assist with automated building by using environmental variables |
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# and providing a more controlled/consistent search behavior. |
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# Added new modifications to recognize OS X frameworks and |
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# additional Unix paths (FreeBSD, etc). |
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# Also corrected the header search path to follow "proper" SDL guidelines. |
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# Added a search for SDL2main which is needed by some platforms. |
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# Added a search for threads which is needed by some platforms. |
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# Added needed compile switches for MinGW. |
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# |
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# On OSX, this will prefer the Framework version (if found) over others. |
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# People will have to manually change the cache values of |
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# SDL2_LIBRARY to override this selection or set the CMake environment |
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# CMAKE_INCLUDE_PATH to modify the search paths. |
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# |
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# Note that the header path has changed from SDL2/SDL.h to just SDL.h |
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# This needed to change because "proper" SDL convention |
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# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability |
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# reasons because not all systems place things in SDL2/ (see FreeBSD). |
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#============================================================================= |
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# Copyright 2003-2009 Kitware, Inc. |
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# |
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# Distributed under the OSI-approved BSD License (the "License"). |
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# |
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# This software is distributed WITHOUT ANY WARRANTY; without even the |
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# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. |
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# See the License for more information. |
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#============================================================================= |
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# CMake - Cross Platform Makefile Generator |
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# Copyright 2000-2016 Kitware, Inc. |
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# Copyright 2000-2011 Insight Software Consortium |
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# All rights reserved. |
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# |
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# Redistribution and use in source and binary forms, with or without |
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# modification, are permitted provided that the following conditions |
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# are met: |
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# |
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# * Redistributions of source code must retain the above copyright |
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# notice, this list of conditions and the following disclaimer. |
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# |
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# * Redistributions in binary form must reproduce the above copyright |
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# notice, this list of conditions and the following disclaimer in the |
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# documentation and/or other materials provided with the distribution. |
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# |
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# * Neither the names of Kitware, Inc., the Insight Software Consortium, |
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# nor the names of their contributors may be used to endorse or promote |
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# products derived from this software without specific prior written |
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# permission. |
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# |
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# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
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# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
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# HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
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# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
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# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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# |
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# ------------------------------------------------------------------------------ |
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# |
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# The above copyright and license notice applies to distributions of |
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# CMake in source and binary form. Some source files contain additional |
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# notices of original copyright by their contributors; see each source |
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# for details. Third-party software packages supplied with CMake under |
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# compatible licenses provide their own copyright notices documented in |
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# corresponding subdirectories. |
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# |
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# ------------------------------------------------------------------------------ |
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# |
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# CMake was initially developed by Kitware with the following sponsorship: |
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# |
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# * National Library of Medicine at the National Institutes of Health |
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# as part of the Insight Segmentation and Registration Toolkit (ITK). |
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# |
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# * US National Labs (Los Alamos, Livermore, Sandia) ASC Parallel |
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# Visualization Initiative. |
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# |
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# * National Alliance for Medical Image Computing (NAMIC) is funded by the |
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# National Institutes of Health through the NIH Roadmap for Medical Research, |
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# Grant U54 EB005149. |
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# |
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# * Kitware, Inc. |
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# |
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message("<FindSDL2.cmake>") |
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SET(SDL2_SEARCH_PATHS |
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~/Library/Frameworks |
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/Library/Frameworks |
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/usr/local |
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/usr |
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/sw # Fink |
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/opt/local # DarwinPorts |
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/opt/csw # Blastwave |
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/opt |
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${SDL2_PATH} |
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) |
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FIND_LIBRARY(SDL2_LIBRARY_TEMP |
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NAMES SDL2 |
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HINTS |
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$ENV{SDL2DIR} |
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PATH_SUFFIXES lib64 lib |
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PATHS ${SDL2_SEARCH_PATHS} |
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) |
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IF(SDL2_LIBRARY_TEMP) |
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FIND_PATH(SDL2_INCLUDE_DIR SDL.h |
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HINTS |
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$ENV{SDL2DIR} |
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PATH_SUFFIXES include/SDL2 include |
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PATHS ${SDL2_SEARCH_PATHS} |
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) |
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IF(NOT SDL2_BUILDING_LIBRARY) |
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IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework") |
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# Non-OS X framework versions expect you to also dynamically link to |
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# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms |
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# seem to provide SDL2main for compatibility even though they don't |
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# necessarily need it. |
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FIND_LIBRARY(SDL2MAIN_LIBRARY |
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NAMES SDL2main |
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HINTS |
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$ENV{SDL2DIR} |
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PATH_SUFFIXES lib64 lib |
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PATHS ${SDL2_SEARCH_PATHS} |
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) |
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ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework") |
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ENDIF(NOT SDL2_BUILDING_LIBRARY) |
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# SDL2 may require threads on your system. |
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# The Apple build may not need an explicit flag because one of the |
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# frameworks may already provide it. |
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# But for non-OSX systems, I will use the CMake Threads package. |
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IF(NOT APPLE) |
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FIND_PACKAGE(Threads) |
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ENDIF(NOT APPLE) |
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# MinGW needs an additional library, mwindows |
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# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows |
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# (Actually on second look, I think it only needs one of the m* libraries.) |
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IF(MINGW) |
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SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW") |
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ENDIF(MINGW) |
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# For SDL2main |
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IF(NOT SDL2_BUILDING_LIBRARY) |
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IF(SDL2MAIN_LIBRARY) |
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SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP}) |
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ENDIF(SDL2MAIN_LIBRARY) |
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ENDIF(NOT SDL2_BUILDING_LIBRARY) |
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# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa. |
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# CMake doesn't display the -framework Cocoa string in the UI even |
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# though it actually is there if I modify a pre-used variable. |
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# I think it has something to do with the CACHE STRING. |
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# So I use a temporary variable until the end so I can set the |
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# "real" variable in one-shot. |
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IF(APPLE) |
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SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa") |
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ENDIF(APPLE) |
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# For threads, as mentioned Apple doesn't need this. |
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# In fact, there seems to be a problem if I used the Threads package |
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# and try using this line, so I'm just skipping it entirely for OS X. |
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IF(NOT APPLE) |
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SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT}) |
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ENDIF(NOT APPLE) |
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# For MinGW library |
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IF(MINGW) |
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SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP}) |
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ENDIF(MINGW) |
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# Set the final string here so the GUI reflects the final state. |
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SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found") |
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# Unset the temp variable to INTERNAL so it is not seen in the CMake GUI |
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UNSET(SDL2_LIBRARY_TEMP) |
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ENDIF(SDL2_LIBRARY_TEMP) |
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message("</FindSDL2.cmake>") |
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INCLUDE(FindPackageHandleStandardArgs) |
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR) |
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@ -0,0 +1,28 @@ |
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# Copyright 2016 Citra Emulator Project |
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# Licensed under GPLv2 or any later version |
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# Refer to the license.txt file included. |
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# This file provides the function windows_copy_files. |
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# This is only valid on Windows. |
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# Include guard |
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if(__windows_copy_files) |
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return() |
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endif() |
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set(__windows_copy_files YES) |
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# Any number of files to copy from SOURCE_DIR to DEST_DIR can be specified after DEST_DIR. |
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# This copying happens post-build. |
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function(windows_copy_files TARGET SOURCE_DIR DEST_DIR) |
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# windows commandline expects the / to be \ so switch them |
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string(REPLACE "/" "\\\\" SOURCE_DIR ${SOURCE_DIR}) |
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string(REPLACE "/" "\\\\" DEST_DIR ${DEST_DIR}) |
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# /NJH /NJS /NDL /NFL /NC /NS /NP - Silence any output |
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# cmake adds an extra check for command success which doesn't work too well with robocopy |
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# so trick it into thinking the command was successful with the || cmd /c "exit /b 0" |
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add_custom_command(TARGET ${TARGET} POST_BUILD |
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COMMAND if not exist ${DEST_DIR} mkdir ${DEST_DIR} 2> nul |
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COMMAND robocopy ${SOURCE_DIR} ${DEST_DIR} ${ARGN} /NJH /NJS /NDL /NFL /NC /NS /NP || cmd /c "exit /b 0" |
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) |
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endfunction() |
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@ -1,168 +0,0 @@ |
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cstdlib>
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#include <string>
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// Let’s use our own GL header, instead of one from GLFW.
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#include <glad/glad.h>
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include "common/assert.h"
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#include "common/key_map.h"
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#include "common/logging/log.h"
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#include "common/scm_rev.h"
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#include "common/string_util.h"
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#include "video_core/video_core.h"
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#include "core/settings.h"
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#include "core/hle/service/hid/hid.h"
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#include "citra/emu_window/emu_window_glfw.h"
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EmuWindow_GLFW* EmuWindow_GLFW::GetEmuWindow(GLFWwindow* win) { |
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return static_cast<EmuWindow_GLFW*>(glfwGetWindowUserPointer(win)); |
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} |
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void EmuWindow_GLFW::OnMouseButtonEvent(GLFWwindow* win, int button, int action, int mods) { |
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if (button == GLFW_MOUSE_BUTTON_LEFT) { |
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auto emu_window = GetEmuWindow(win); |
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auto layout = emu_window->GetFramebufferLayout(); |
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double x, y; |
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glfwGetCursorPos(win, &x, &y); |
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if (action == GLFW_PRESS) |
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emu_window->TouchPressed(static_cast<unsigned>(x), static_cast<unsigned>(y)); |
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else if (action == GLFW_RELEASE) |
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emu_window->TouchReleased(); |
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} |
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} |
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void EmuWindow_GLFW::OnCursorPosEvent(GLFWwindow* win, double x, double y) { |
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GetEmuWindow(win)->TouchMoved(static_cast<unsigned>(std::max(x, 0.0)), static_cast<unsigned>(std::max(y, 0.0))); |
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} |
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/// Called by GLFW when a key event occurs
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void EmuWindow_GLFW::OnKeyEvent(GLFWwindow* win, int key, int scancode, int action, int mods) { |
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auto emu_window = GetEmuWindow(win); |
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int keyboard_id = emu_window->keyboard_id; |
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if (action == GLFW_PRESS) { |
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emu_window->KeyPressed({key, keyboard_id}); |
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} else if (action == GLFW_RELEASE) { |
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emu_window->KeyReleased({key, keyboard_id}); |
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} |
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} |
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/// Whether the window is still open, and a close request hasn't yet been sent
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const bool EmuWindow_GLFW::IsOpen() { |
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return glfwWindowShouldClose(m_render_window) == 0; |
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} |
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void EmuWindow_GLFW::OnFramebufferResizeEvent(GLFWwindow* win, int width, int height) { |
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GetEmuWindow(win)->NotifyFramebufferLayoutChanged(EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height)); |
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} |
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void EmuWindow_GLFW::OnClientAreaResizeEvent(GLFWwindow* win, int width, int height) { |
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// NOTE: GLFW provides no proper way to set a minimal window size.
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// Hence, we just ignore the corresponding EmuWindow hint.
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OnFramebufferResizeEvent(win, width, height); |
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} |
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/// EmuWindow_GLFW constructor
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EmuWindow_GLFW::EmuWindow_GLFW() { |
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keyboard_id = KeyMap::NewDeviceId(); |
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ReloadSetKeymaps(); |
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glfwSetErrorCallback([](int error, const char *desc){ |
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LOG_ERROR(Frontend, "GLFW 0x%08x: %s", error, desc); |
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}); |
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// Initialize the window
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if(glfwInit() != GL_TRUE) { |
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LOG_CRITICAL(Frontend, "Failed to initialize GLFW! Exiting..."); |
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exit(1); |
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} |
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); |
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); |
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// GLFW on OSX requires these window hints to be set to create a 3.2+ GL context.
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); |
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); |
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std::string window_title = Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc); |
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m_render_window = glfwCreateWindow(VideoCore::kScreenTopWidth, |
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(VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight), |
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window_title.c_str(), nullptr, nullptr); |
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if (m_render_window == nullptr) { |
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LOG_CRITICAL(Frontend, "Failed to create GLFW window! Exiting..."); |
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exit(1); |
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} |
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glfwSetWindowUserPointer(m_render_window, this); |
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// Notify base interface about window state
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int width, height; |
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glfwGetFramebufferSize(m_render_window, &width, &height); |
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OnFramebufferResizeEvent(m_render_window, width, height); |
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glfwGetWindowSize(m_render_window, &width, &height); |
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OnClientAreaResizeEvent(m_render_window, width, height); |
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// Setup callbacks
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glfwSetKeyCallback(m_render_window, OnKeyEvent); |
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glfwSetMouseButtonCallback(m_render_window, OnMouseButtonEvent); |
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glfwSetCursorPosCallback(m_render_window, OnCursorPosEvent); |
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glfwSetFramebufferSizeCallback(m_render_window, OnFramebufferResizeEvent); |
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glfwSetWindowSizeCallback(m_render_window, OnClientAreaResizeEvent); |
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DoneCurrent(); |
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} |
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/// EmuWindow_GLFW destructor
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|
||||
EmuWindow_GLFW::~EmuWindow_GLFW() { |
|
||||
glfwTerminate(); |
|
||||
} |
|
||||
|
|
||||
/// Swap buffers to display the next frame
|
|
||||
void EmuWindow_GLFW::SwapBuffers() { |
|
||||
glfwSwapBuffers(m_render_window); |
|
||||
} |
|
||||
|
|
||||
/// Polls window events
|
|
||||
void EmuWindow_GLFW::PollEvents() { |
|
||||
glfwPollEvents(); |
|
||||
} |
|
||||
|
|
||||
/// Makes the GLFW OpenGL context current for the caller thread
|
|
||||
void EmuWindow_GLFW::MakeCurrent() { |
|
||||
glfwMakeContextCurrent(m_render_window); |
|
||||
} |
|
||||
|
|
||||
/// Releases (dunno if this is the "right" word) the GLFW context from the caller thread
|
|
||||
void EmuWindow_GLFW::DoneCurrent() { |
|
||||
glfwMakeContextCurrent(nullptr); |
|
||||
} |
|
||||
|
|
||||
void EmuWindow_GLFW::ReloadSetKeymaps() { |
|
||||
for (int i = 0; i < Settings::NativeInput::NUM_INPUTS; ++i) { |
|
||||
KeyMap::SetKeyMapping({Settings::values.input_mappings[Settings::NativeInput::All[i]], keyboard_id}, Service::HID::pad_mapping[i]); |
|
||||
} |
|
||||
} |
|
||||
|
|
||||
void EmuWindow_GLFW::OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) { |
|
||||
std::pair<int,int> current_size; |
|
||||
glfwGetWindowSize(m_render_window, ¤t_size.first, ¤t_size.second); |
|
||||
|
|
||||
DEBUG_ASSERT((int)minimal_size.first > 0 && (int)minimal_size.second > 0); |
|
||||
int new_width = std::max(current_size.first, (int)minimal_size.first); |
|
||||
int new_height = std::max(current_size.second, (int)minimal_size.second); |
|
||||
|
|
||||
if (current_size != std::make_pair(new_width, new_height)) |
|
||||
glfwSetWindowSize(m_render_window, new_width, new_height); |
|
||||
} |
|
||||
@ -1,54 +0,0 @@ |
|||||
// Copyright 2014 Citra Emulator Project |
|
||||
// Licensed under GPLv2 or any later version |
|
||||
// Refer to the license.txt file included. |
|
||||
|
|
||||
#pragma once |
|
||||
|
|
||||
#include <utility> |
|
||||
|
|
||||
#include "common/emu_window.h" |
|
||||
|
|
||||
struct GLFWwindow; |
|
||||
|
|
||||
class EmuWindow_GLFW : public EmuWindow { |
|
||||
public: |
|
||||
EmuWindow_GLFW(); |
|
||||
~EmuWindow_GLFW(); |
|
||||
|
|
||||
/// Swap buffers to display the next frame |
|
||||
void SwapBuffers() override; |
|
||||
|
|
||||
/// Polls window events |
|
||||
void PollEvents() override; |
|
||||
|
|
||||
/// Makes the graphics context current for the caller thread |
|
||||
void MakeCurrent() override; |
|
||||
|
|
||||
/// Releases (dunno if this is the "right" word) the GLFW context from the caller thread |
|
||||
void DoneCurrent() override; |
|
||||
|
|
||||
static void OnKeyEvent(GLFWwindow* win, int key, int scancode, int action, int mods); |
|
||||
|
|
||||
static void OnMouseButtonEvent(GLFWwindow* window, int button, int action, int mods); |
|
||||
|
|
||||
static void OnCursorPosEvent(GLFWwindow* window, double x, double y); |
|
||||
|
|
||||
/// Whether the window is still open, and a close request hasn't yet been sent |
|
||||
const bool IsOpen(); |
|
||||
|
|
||||
static void OnClientAreaResizeEvent(GLFWwindow* win, int width, int height); |
|
||||
|
|
||||
static void OnFramebufferResizeEvent(GLFWwindow* win, int width, int height); |
|
||||
|
|
||||
void ReloadSetKeymaps() override; |
|
||||
|
|
||||
private: |
|
||||
void OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) override; |
|
||||
|
|
||||
static EmuWindow_GLFW* GetEmuWindow(GLFWwindow* win); |
|
||||
|
|
||||
GLFWwindow* m_render_window; ///< Internal GLFW render window |
|
||||
|
|
||||
/// Device id of keyboard for use with KeyMap |
|
||||
int keyboard_id; |
|
||||
}; |
|
||||
@ -0,0 +1,167 @@ |
|||||
|
// Copyright 2016 Citra Emulator Project
|
||||
|
// Licensed under GPLv2 or any later version
|
||||
|
// Refer to the license.txt file included.
|
||||
|
|
||||
|
#include <algorithm>
|
||||
|
#include <cstdlib>
|
||||
|
#include <string>
|
||||
|
|
||||
|
#define SDL_MAIN_HANDLED
|
||||
|
#include <SDL.h>
|
||||
|
|
||||
|
#include "common/key_map.h"
|
||||
|
#include "common/logging/log.h"
|
||||
|
#include "common/scm_rev.h"
|
||||
|
#include "common/string_util.h"
|
||||
|
|
||||
|
#include "core/settings.h"
|
||||
|
#include "core/hle/service/hid/hid.h"
|
||||
|
|
||||
|
#include "citra/emu_window/emu_window_sdl2.h"
|
||||
|
|
||||
|
#include "video_core/video_core.h"
|
||||
|
|
||||
|
void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) { |
||||
|
TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0)); |
||||
|
} |
||||
|
|
||||
|
void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) { |
||||
|
if (button != SDL_BUTTON_LEFT) |
||||
|
return; |
||||
|
|
||||
|
if (state == SDL_PRESSED) { |
||||
|
TouchPressed((unsigned)std::max(x, 0), (unsigned)std::max(y, 0)); |
||||
|
} else { |
||||
|
TouchReleased(); |
||||
|
} |
||||
|
} |
||||
|
|
||||
|
void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) { |
||||
|
if (state == SDL_PRESSED) { |
||||
|
KeyPressed({ key, keyboard_id }); |
||||
|
} else if (state == SDL_RELEASED) { |
||||
|
KeyReleased({ key, keyboard_id }); |
||||
|
} |
||||
|
} |
||||
|
|
||||
|
bool EmuWindow_SDL2::IsOpen() const { |
||||
|
return is_open; |
||||
|
} |
||||
|
|
||||
|
void EmuWindow_SDL2::OnResize() { |
||||
|
int width, height; |
||||
|
|
||||
|
SDL_GetWindowSize(render_window, &width, &height); |
||||
|
|
||||
|
NotifyFramebufferLayoutChanged(EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height)); |
||||
|
} |
||||
|
|
||||
|
EmuWindow_SDL2::EmuWindow_SDL2() { |
||||
|
keyboard_id = KeyMap::NewDeviceId(); |
||||
|
|
||||
|
ReloadSetKeymaps(); |
||||
|
|
||||
|
SDL_SetMainReady(); |
||||
|
|
||||
|
// Initialize the window
|
||||
|
if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
||||
|
LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting..."); |
||||
|
exit(1); |
||||
|
} |
||||
|
|
||||
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
||||
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); |
||||
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
||||
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
||||
|
|
||||
|
std::string window_title = Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc); |
||||
|
render_window = SDL_CreateWindow(window_title.c_str(), |
||||
|
SDL_WINDOWPOS_UNDEFINED, // x position
|
||||
|
SDL_WINDOWPOS_UNDEFINED, // y position
|
||||
|
VideoCore::kScreenTopWidth, |
||||
|
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight, |
||||
|
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); |
||||
|
|
||||
|
if (render_window == nullptr) { |
||||
|
LOG_CRITICAL(Frontend, "Failed to create SDL2 window! Exiting..."); |
||||
|
exit(1); |
||||
|
} |
||||
|
|
||||
|
gl_context = SDL_GL_CreateContext(render_window); |
||||
|
|
||||
|
if (gl_context == nullptr) { |
||||
|
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context! Exiting..."); |
||||
|
exit(1); |
||||
|
} |
||||
|
|
||||
|
OnResize(); |
||||
|
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size); |
||||
|
SDL_PumpEvents(); |
||||
|
|
||||
|
DoneCurrent(); |
||||
|
} |
||||
|
|
||||
|
EmuWindow_SDL2::~EmuWindow_SDL2() { |
||||
|
SDL_GL_DeleteContext(gl_context); |
||||
|
SDL_Quit(); |
||||
|
} |
||||
|
|
||||
|
void EmuWindow_SDL2::SwapBuffers() { |
||||
|
SDL_GL_SwapWindow(render_window); |
||||
|
} |
||||
|
|
||||
|
void EmuWindow_SDL2::PollEvents() { |
||||
|
SDL_Event event; |
||||
|
|
||||
|
// SDL_PollEvent returns 0 when there are no more events in the event queue
|
||||
|
while (SDL_PollEvent(&event)) { |
||||
|
switch (event.type) { |
||||
|
case SDL_WINDOWEVENT: |
||||
|
switch (event.window.event) { |
||||
|
case SDL_WINDOWEVENT_SIZE_CHANGED: |
||||
|
case SDL_WINDOWEVENT_RESIZED: |
||||
|
case SDL_WINDOWEVENT_MAXIMIZED: |
||||
|
case SDL_WINDOWEVENT_RESTORED: |
||||
|
case SDL_WINDOWEVENT_MINIMIZED: |
||||
|
OnResize(); |
||||
|
break; |
||||
|
case SDL_WINDOWEVENT_CLOSE: |
||||
|
is_open = false; |
||||
|
break; |
||||
|
} |
||||
|
break; |
||||
|
case SDL_KEYDOWN: |
||||
|
case SDL_KEYUP: |
||||
|
OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state); |
||||
|
break; |
||||
|
case SDL_MOUSEMOTION: |
||||
|
OnMouseMotion(event.motion.x, event.motion.y); |
||||
|
break; |
||||
|
case SDL_MOUSEBUTTONDOWN: |
||||
|
case SDL_MOUSEBUTTONUP: |
||||
|
OnMouseButton(event.button.button, event.button.state, event.button.x, event.button.y); |
||||
|
break; |
||||
|
case SDL_QUIT: |
||||
|
is_open = false; |
||||
|
break; |
||||
|
} |
||||
|
} |
||||
|
} |
||||
|
|
||||
|
void EmuWindow_SDL2::MakeCurrent() { |
||||
|
SDL_GL_MakeCurrent(render_window, gl_context); |
||||
|
} |
||||
|
|
||||
|
void EmuWindow_SDL2::DoneCurrent() { |
||||
|
SDL_GL_MakeCurrent(render_window, nullptr); |
||||
|
} |
||||
|
|
||||
|
void EmuWindow_SDL2::ReloadSetKeymaps() { |
||||
|
for (int i = 0; i < Settings::NativeInput::NUM_INPUTS; ++i) { |
||||
|
KeyMap::SetKeyMapping({ Settings::values.input_mappings[Settings::NativeInput::All[i]], keyboard_id }, Service::HID::pad_mapping[i]); |
||||
|
} |
||||
|
} |
||||
|
|
||||
|
void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(const std::pair<unsigned, unsigned>& minimal_size) { |
||||
|
SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second); |
||||
|
} |
||||
@ -0,0 +1,64 @@ |
|||||
|
// Copyright 2016 Citra Emulator Project |
||||
|
// Licensed under GPLv2 or any later version |
||||
|
// Refer to the license.txt file included. |
||||
|
|
||||
|
#pragma once |
||||
|
|
||||
|
#include <utility> |
||||
|
|
||||
|
#include "common/emu_window.h" |
||||
|
|
||||
|
struct SDL_Window; |
||||
|
|
||||
|
class EmuWindow_SDL2 : public EmuWindow { |
||||
|
public: |
||||
|
EmuWindow_SDL2(); |
||||
|
~EmuWindow_SDL2(); |
||||
|
|
||||
|
/// Swap buffers to display the next frame |
||||
|
void SwapBuffers() override; |
||||
|
|
||||
|
/// Polls window events |
||||
|
void PollEvents() override; |
||||
|
|
||||
|
/// Makes the graphics context current for the caller thread |
||||
|
void MakeCurrent() override; |
||||
|
|
||||
|
/// Releases the GL context from the caller thread |
||||
|
void DoneCurrent() override; |
||||
|
|
||||
|
/// Whether the window is still open, and a close request hasn't yet been sent |
||||
|
bool IsOpen() const; |
||||
|
|
||||
|
/// Load keymap from configuration |
||||
|
void ReloadSetKeymaps() override; |
||||
|
|
||||
|
private: |
||||
|
/// Called by PollEvents when a key is pressed or released. |
||||
|
void OnKeyEvent(int key, u8 state); |
||||
|
|
||||
|
/// Called by PollEvents when the mouse moves. |
||||
|
void OnMouseMotion(s32 x, s32 y); |
||||
|
|
||||
|
/// Called by PollEvents when a mouse button is pressed or released |
||||
|
void OnMouseButton(u32 button, u8 state, s32 x, s32 y); |
||||
|
|
||||
|
/// Called by PollEvents when any event that may cause the window to be resized occurs |
||||
|
void OnResize(); |
||||
|
|
||||
|
/// Called when a configuration change affects the minimal size of the window |
||||
|
void OnMinimalClientAreaChangeRequest(const std::pair<unsigned, unsigned>& minimal_size) override; |
||||
|
|
||||
|
/// Is the window still open? |
||||
|
bool is_open = true; |
||||
|
|
||||
|
/// Internal SDL2 render window |
||||
|
SDL_Window* render_window; |
||||
|
|
||||
|
using SDL_GLContext = void *; |
||||
|
/// The OpenGL context associated with the window |
||||
|
SDL_GLContext gl_context; |
||||
|
|
||||
|
/// Device id of keyboard for use with KeyMap |
||||
|
int keyboard_id; |
||||
|
}; |
||||
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