mirror of https://git.suyu.dev/suyu/suyu
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_filesmerge-requests/60/head
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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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# 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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// 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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#pragma once
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#include <utility>
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#include "common/emu_window.h"
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struct GLFWwindow;
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class EmuWindow_GLFW : public EmuWindow {
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public:
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EmuWindow_GLFW();
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~EmuWindow_GLFW();
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/// Swap buffers to display the next frame
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void SwapBuffers() override;
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/// Polls window events
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void PollEvents() override;
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/// Makes the graphics context current for the caller thread
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void MakeCurrent() override;
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/// Releases (dunno if this is the "right" word) the GLFW context from the caller thread
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void DoneCurrent() override;
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static void OnKeyEvent(GLFWwindow* win, int key, int scancode, int action, int mods);
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static void OnMouseButtonEvent(GLFWwindow* window, int button, int action, int mods);
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static void OnCursorPosEvent(GLFWwindow* window, double x, double y);
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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 IsOpen();
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static void OnClientAreaResizeEvent(GLFWwindow* win, int width, int height);
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static void OnFramebufferResizeEvent(GLFWwindow* win, int width, int height);
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void ReloadSetKeymaps() override;
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private:
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void OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) override;
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static EmuWindow_GLFW* GetEmuWindow(GLFWwindow* win);
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GLFWwindow* m_render_window; ///< Internal GLFW render window
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/// Device id of keyboard for use with KeyMap
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int keyboard_id;
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};
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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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#include <algorithm>
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#include <cstdlib>
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#include <string>
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#define SDL_MAIN_HANDLED
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#include <SDL.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 "core/settings.h"
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#include "core/hle/service/hid/hid.h"
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#include "citra/emu_window/emu_window_sdl2.h"
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#include "video_core/video_core.h"
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
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}
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void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
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if (button != SDL_BUTTON_LEFT)
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return;
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if (state == SDL_PRESSED) {
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TouchPressed((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
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} else {
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TouchReleased();
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}
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}
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void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
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if (state == SDL_PRESSED) {
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KeyPressed({ key, keyboard_id });
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} else if (state == SDL_RELEASED) {
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KeyReleased({ key, keyboard_id });
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}
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}
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bool EmuWindow_SDL2::IsOpen() const {
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return is_open;
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}
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void EmuWindow_SDL2::OnResize() {
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int width, height;
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SDL_GetWindowSize(render_window, &width, &height);
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NotifyFramebufferLayoutChanged(EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
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}
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EmuWindow_SDL2::EmuWindow_SDL2() {
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keyboard_id = KeyMap::NewDeviceId();
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ReloadSetKeymaps();
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SDL_SetMainReady();
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// Initialize the window
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
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exit(1);
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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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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render_window = SDL_CreateWindow(window_title.c_str(),
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SDL_WINDOWPOS_UNDEFINED, // x position
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SDL_WINDOWPOS_UNDEFINED, // y position
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VideoCore::kScreenTopWidth,
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VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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if (render_window == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 window! Exiting...");
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exit(1);
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}
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gl_context = SDL_GL_CreateContext(render_window);
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if (gl_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context! Exiting...");
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exit(1);
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}
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OnResize();
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OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
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SDL_PumpEvents();
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DoneCurrent();
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}
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EmuWindow_SDL2::~EmuWindow_SDL2() {
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SDL_GL_DeleteContext(gl_context);
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SDL_Quit();
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}
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void EmuWindow_SDL2::SwapBuffers() {
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SDL_GL_SwapWindow(render_window);
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}
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void EmuWindow_SDL2::PollEvents() {
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SDL_Event event;
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// SDL_PollEvent returns 0 when there are no more events in the event queue
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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case SDL_WINDOWEVENT_RESIZED:
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case SDL_WINDOWEVENT_MAXIMIZED:
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case SDL_WINDOWEVENT_RESTORED:
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case SDL_WINDOWEVENT_MINIMIZED:
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OnResize();
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break;
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case SDL_WINDOWEVENT_CLOSE:
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is_open = false;
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break;
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}
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break;
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state);
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break;
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case SDL_MOUSEMOTION:
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OnMouseMotion(event.motion.x, event.motion.y);
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break;
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case SDL_MOUSEBUTTONDOWN:
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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;
|
||||
};
|
Loading…
Reference in New Issue