// Copyright 2016 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #define SDL_MAIN_HANDLED #include #include "citra/emu_window/emu_window_sdl2.h" #include "common/logging/log.h" #include "common/scm_rev.h" #include "core/core.h" #include "input_common/keyboard.h" #include "input_common/main.h" #include "input_common/motion_emu.h" #include "network/network.h" void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) { TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0)); InputCommon::GetMotionEmu()->Tilt(x, y); } void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) { if (button == SDL_BUTTON_LEFT) { if (state == SDL_PRESSED) { TouchPressed((unsigned)std::max(x, 0), (unsigned)std::max(y, 0)); } else { TouchReleased(); } } else if (button == SDL_BUTTON_RIGHT) { if (state == SDL_PRESSED) { InputCommon::GetMotionEmu()->BeginTilt(x, y); } else { InputCommon::GetMotionEmu()->EndTilt(); } } } std::pair EmuWindow_SDL2::TouchToPixelPos(float touch_x, float touch_y) const { int w, h; SDL_GetWindowSize(render_window, &w, &h); touch_x *= w; touch_y *= h; return {static_cast(std::max(std::round(touch_x), 0.0f)), static_cast(std::max(std::round(touch_y), 0.0f))}; } void EmuWindow_SDL2::OnFingerDown(float x, float y) { // TODO(NeatNit): keep track of multitouch using the fingerID and a dictionary of some kind // This isn't critical because the best we can do when we have that is to average them, like the // 3DS does const auto [px, py] = TouchToPixelPos(x, y); TouchPressed(px, py); } void EmuWindow_SDL2::OnFingerMotion(float x, float y) { const auto [px, py] = TouchToPixelPos(x, y); TouchMoved(px, py); } void EmuWindow_SDL2::OnFingerUp() { TouchReleased(); } void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) { if (state == SDL_PRESSED) { InputCommon::GetKeyboard()->PressKey(key); } else if (state == SDL_RELEASED) { InputCommon::GetKeyboard()->ReleaseKey(key); } } bool EmuWindow_SDL2::IsOpen() const { return is_open; } void EmuWindow_SDL2::RequestClose() { is_open = false; } void EmuWindow_SDL2::OnResize() { int width, height; SDL_GL_GetDrawableSize(render_window, &width, &height); UpdateCurrentFramebufferLayout(width, height); } void EmuWindow_SDL2::Fullscreen() { if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) { return; } LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError()); // Try a different fullscreening method LOG_INFO(Frontend, "Attempting to use borderless fullscreen..."); if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) { return; } LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError()); // Fallback algorithm: Maximise window. // Works on all systems (unless something is seriously wrong), so no fallback for this one. LOG_INFO(Frontend, "Falling back on a maximised window..."); SDL_MaximizeWindow(render_window); } EmuWindow_SDL2::EmuWindow_SDL2(Core::System& system_, bool is_secondary) : EmuWindow(is_secondary), system(system_) {} EmuWindow_SDL2::~EmuWindow_SDL2() { SDL_Quit(); } void EmuWindow_SDL2::InitializeSDL2() { if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) < 0) { LOG_CRITICAL(Frontend, "Failed to initialize SDL2: {}! Exiting...", SDL_GetError()); exit(1); } InputCommon::Init(); Network::Init(); SDL_SetMainReady(); } u32 EmuWindow_SDL2::GetEventWindowId(const SDL_Event& event) const { switch (event.type) { case SDL_WINDOWEVENT: return event.window.windowID; case SDL_KEYDOWN: case SDL_KEYUP: return event.key.windowID; case SDL_MOUSEMOTION: return event.motion.windowID; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: return event.button.windowID; case SDL_MOUSEWHEEL: return event.wheel.windowID; case SDL_FINGERDOWN: case SDL_FINGERMOTION: case SDL_FINGERUP: return event.tfinger.windowID; case SDL_TEXTEDITING: return event.edit.windowID; case SDL_TEXTEDITING_EXT: return event.editExt.windowID; case SDL_TEXTINPUT: return event.text.windowID; case SDL_DROPBEGIN: case SDL_DROPFILE: case SDL_DROPTEXT: case SDL_DROPCOMPLETE: return event.drop.windowID; case SDL_USEREVENT: return event.user.windowID; default: // Event is not for any particular window, so we can just pretend it's for this one. return render_window_id; } } void EmuWindow_SDL2::PollEvents() { SDL_Event event; std::vector other_window_events; // SDL_PollEvent returns 0 when there are no more events in the event queue while (SDL_PollEvent(&event)) { if (GetEventWindowId(event) != render_window_id) { other_window_events.push_back(event); continue; } 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: RequestClose(); break; } break; case SDL_KEYDOWN: case SDL_KEYUP: OnKeyEvent(static_cast(event.key.keysym.scancode), event.key.state); break; case SDL_MOUSEMOTION: // ignore if it came from touch if (event.button.which != SDL_TOUCH_MOUSEID) OnMouseMotion(event.motion.x, event.motion.y); break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: // ignore if it came from touch if (event.button.which != SDL_TOUCH_MOUSEID) { OnMouseButton(event.button.button, event.button.state, event.button.x, event.button.y); } break; case SDL_FINGERDOWN: OnFingerDown(event.tfinger.x, event.tfinger.y); break; case SDL_FINGERMOTION: OnFingerMotion(event.tfinger.x, event.tfinger.y); break; case SDL_FINGERUP: OnFingerUp(); break; case SDL_QUIT: RequestClose(); break; default: break; } } for (auto& e : other_window_events) { // This is a somewhat hacky workaround to re-emit window events meant for another window // since SDL_PollEvent() is global but we poll events per window. SDL_PushEvent(&e); } if (!is_secondary) { UpdateFramerateCounter(); } } void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair minimal_size) { SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second); } void EmuWindow_SDL2::UpdateFramerateCounter() { const u32 current_time = SDL_GetTicks(); if (current_time > last_time + 2000) { const auto results = system.GetAndResetPerfStats(); const auto title = fmt::format("Citra {} | {}-{} | FPS: {:.0f} ({:.0f}%)", Common::g_build_fullname, Common::g_scm_branch, Common::g_scm_desc, results.game_fps, results.emulation_speed * 100.0f); SDL_SetWindowTitle(render_window, title.c_str()); last_time = current_time; } }