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