// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later // // EmulationWindow.mm - Sudachi // Created by Jarrod Norwell on 1/18/24. // #import "EmulationWindow.h" #import "EmulationSession.h" #include #include "common/logging/log.h" #include "input_common/drivers/touch_screen.h" #include "input_common/drivers/virtual_amiibo.h" #include "input_common/drivers/virtual_gamepad.h" #include "input_common/main.h" void EmulationWindow::OnSurfaceChanged(CAMetalLayer* surface, CGSize size) { m_size = size; m_window_width = size.width; m_window_height = size.height; // Ensures that we emulate with the correct aspect ratio. // UpdateCurrentFramebufferLayout(m_window_width, m_window_height); window_info.render_surface = (__bridge void *)surface; window_info.render_surface_scale = [[UIScreen mainScreen] nativeScale]; } void EmulationWindow::OrientationChanged(UIInterfaceOrientation orientation) { is_portrait = orientation == UIInterfaceOrientationPortrait; } void EmulationWindow::OnTouchPressed(int id, float x, float y) { const auto [touch_x, touch_y] = MapToTouchScreen(x, y); EmulationSession::GetInstance().GetInputSubsystem().GetTouchScreen()->TouchPressed(touch_x, touch_y, id); } void EmulationWindow::OnTouchMoved(int id, float x, float y) { const auto [touch_x, touch_y] = MapToTouchScreen(x, y); EmulationSession::GetInstance().GetInputSubsystem().GetTouchScreen()->TouchMoved(touch_x, touch_y, id); } void EmulationWindow::OnTouchReleased(int id) { EmulationSession::GetInstance().GetInputSubsystem().GetTouchScreen()->TouchReleased(id); } void EmulationWindow::OnGamepadButtonEvent(int player_index, int button_id, bool pressed) { m_input_subsystem->GetVirtualGamepad()->SetButtonState(player_index, button_id, pressed); } void EmulationWindow::OnGamepadJoystickEvent(int player_index, int stick_id, float x, float y) { m_input_subsystem->GetVirtualGamepad()->SetStickPosition(player_index, stick_id, x, y); } void EmulationWindow::OnGamepadMotionEvent(int player_index, u64 delta_timestamp, float gyro_x, float gyro_y, float gyro_z, float accel_x, float accel_y, float accel_z) { m_input_subsystem->GetVirtualGamepad()->SetMotionState(player_index, delta_timestamp, gyro_x, gyro_y, gyro_z, accel_x, accel_y, accel_z); } void EmulationWindow::OnFrameDisplayed() { if (!m_first_frame) { m_first_frame = true; } } EmulationWindow::EmulationWindow(InputCommon::InputSubsystem* input_subsystem, CAMetalLayer* surface, CGSize size, std::shared_ptr driver_library) : m_window_width{}, m_window_height{}, m_size{size}, is_portrait{true}, m_input_subsystem{input_subsystem}, m_driver_library{driver_library}, m_first_frame{false} { LOG_INFO(Frontend, "initializing"); if (!surface) { LOG_CRITICAL(Frontend, "surface is nullptr"); return; } OnSurfaceChanged(surface, m_size); window_info.render_surface_scale = [[UIScreen mainScreen] nativeScale]; window_info.type = Core::Frontend::WindowSystemType::Cocoa; m_input_subsystem->Initialize(); }