Merged the SDL and Qt frontends together into a single unified executable

This commit is contained in:
OpenSauce04
2024-11-09 20:23:49 +00:00
parent f939b981a0
commit c399783266
49 changed files with 501 additions and 734 deletions

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// 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 "citra_sdl/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<unsigned, unsigned> 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<unsigned>(std::max(std::round(touch_x), 0.0f)),
static_cast<unsigned>(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<SDL_Event> 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<int>(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<u32, u32> 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;
}
}

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// 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/common_types.h"
#include "core/frontend/emu_window.h"
union SDL_Event;
struct SDL_Window;
namespace Core {
class System;
}
class EmuWindow_SDL2 : public Frontend::EmuWindow {
public:
explicit EmuWindow_SDL2(Core::System& system_, bool is_secondary);
~EmuWindow_SDL2();
/// Initializes SDL2
static void InitializeSDL2();
/// Presents the most recent frame from the video backend
virtual void Present() {}
/// Polls window events
void PollEvents() override;
/// Whether the window is still open, and a close request hasn't yet been sent
bool IsOpen() const;
/// Close the window.
void RequestClose();
protected:
/// Gets the ID of the window an event originated from.
u32 GetEventWindowId(const SDL_Event& event) const;
/// 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);
/// Translates pixel position (0..1) to pixel positions
std::pair<unsigned, unsigned> TouchToPixelPos(float touch_x, float touch_y) const;
/// Called by PollEvents when a finger starts touching the touchscreen
void OnFingerDown(float x, float y);
/// Called by PollEvents when a finger moves while touching the touchscreen
void OnFingerMotion(float x, float y);
/// Called by PollEvents when a finger stops touching the touchscreen
void OnFingerUp();
/// Called by PollEvents when any event that may cause the window to be resized occurs
void OnResize();
/// Called when user passes the fullscreen parameter flag
void Fullscreen();
/// Called when a configuration change affects the minimal size of the window
void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) override;
/// Called when polling to update framerate
void UpdateFramerateCounter();
/// Is the window still open?
bool is_open = true;
/// Internal SDL2 render window
SDL_Window* render_window;
/// Internal SDL2 window ID
u32 render_window_id{};
/// Fake hidden window for the core context
SDL_Window* dummy_window;
/// Keeps track of how often to update the title bar during gameplay
u32 last_time = 0;
Core::System& system;
};

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// Copyright 2023 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 <glad/glad.h>
#include "citra_sdl/emu_window/emu_window_sdl2_gl.h"
#include "common/scm_rev.h"
#include "common/settings.h"
#include "core/core.h"
#include "video_core/gpu.h"
#include "video_core/renderer_base.h"
class SDLGLContext : public Frontend::GraphicsContext {
public:
using SDL_GLContext = void*;
SDLGLContext() {
window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
context = SDL_GL_CreateContext(window);
}
~SDLGLContext() override {
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
}
void MakeCurrent() override {
SDL_GL_MakeCurrent(window, context);
}
void DoneCurrent() override {
SDL_GL_MakeCurrent(window, nullptr);
}
private:
SDL_Window* window;
SDL_GLContext context;
};
static SDL_Window* CreateGLWindow(const std::string& window_title, bool gles) {
if (gles) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
} else {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
}
return SDL_CreateWindow(window_title.c_str(),
SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position
Core::kScreenTopWidth,
Core::kScreenTopHeight + Core::kScreenBottomHeight,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
}
EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(Core::System& system_, bool fullscreen, bool is_secondary)
: EmuWindow_SDL2{system_, is_secondary} {
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
// Enable context sharing for the shared context
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
// Enable vsync
SDL_GL_SetSwapInterval(1);
// Enable debug context
if (Settings::values.renderer_debug) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
}
std::string window_title = fmt::format("Citra {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
// First, try to create a context with the requested type.
render_window = CreateGLWindow(window_title, Settings::values.use_gles.GetValue());
if (render_window == nullptr) {
// On failure, fall back to context with flipped type.
render_window = CreateGLWindow(window_title, !Settings::values.use_gles.GetValue());
if (render_window == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 window: {}", SDL_GetError());
exit(1);
}
}
strict_context_required = std::strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0;
dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
if (fullscreen) {
Fullscreen();
}
window_context = SDL_GL_CreateContext(render_window);
core_context = CreateSharedContext();
last_saved_context = nullptr;
if (window_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
exit(1);
}
if (core_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
exit(1);
}
render_window_id = SDL_GetWindowID(render_window);
int profile_mask = 0;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
auto gl_load_func =
profile_mask == SDL_GL_CONTEXT_PROFILE_ES ? gladLoadGLES2Loader : gladLoadGLLoader;
if (!gl_load_func(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
LOG_CRITICAL(Frontend, "Failed to initialize GL functions: {}", SDL_GetError());
exit(1);
}
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
}
EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
core_context.reset();
SDL_DestroyWindow(render_window);
SDL_GL_DeleteContext(window_context);
}
std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const {
return std::make_unique<SDLGLContext>();
}
void EmuWindow_SDL2_GL::MakeCurrent() {
core_context->MakeCurrent();
}
void EmuWindow_SDL2_GL::DoneCurrent() {
core_context->DoneCurrent();
}
void EmuWindow_SDL2_GL::SaveContext() {
last_saved_context = SDL_GL_GetCurrentContext();
}
void EmuWindow_SDL2_GL::RestoreContext() {
SDL_GL_MakeCurrent(render_window, last_saved_context);
}
void EmuWindow_SDL2_GL::Present() {
SDL_GL_MakeCurrent(render_window, window_context);
SDL_GL_SetSwapInterval(1);
while (IsOpen()) {
system.GPU().Renderer().TryPresent(100, is_secondary);
SDL_GL_SwapWindow(render_window);
}
SDL_GL_MakeCurrent(render_window, nullptr);
}

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// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "citra_sdl/emu_window/emu_window_sdl2.h"
struct SDL_Window;
namespace Core {
class System;
}
class EmuWindow_SDL2_GL : public EmuWindow_SDL2 {
public:
explicit EmuWindow_SDL2_GL(Core::System& system_, bool fullscreen, bool is_secondary);
~EmuWindow_SDL2_GL();
void Present() override;
std::unique_ptr<GraphicsContext> CreateSharedContext() const override;
void MakeCurrent() override;
void DoneCurrent() override;
void SaveContext() override;
void RestoreContext() override;
private:
using SDL_GLContext = void*;
/// The OpenGL context associated with the window
SDL_GLContext window_context;
/// Used by SaveContext and RestoreContext
SDL_GLContext last_saved_context;
/// The OpenGL context associated with the core
std::unique_ptr<Frontend::GraphicsContext> core_context;
};

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// Copyright 2023 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 <SDL_rect.h>
#include "citra_sdl/emu_window/emu_window_sdl2_sw.h"
#include "common/scm_rev.h"
#include "common/settings.h"
#include "core/core.h"
#include "core/frontend/emu_window.h"
#include "video_core/gpu.h"
#include "video_core/renderer_software/renderer_software.h"
class DummyContext : public Frontend::GraphicsContext {};
EmuWindow_SDL2_SW::EmuWindow_SDL2_SW(Core::System& system_, bool fullscreen, bool is_secondary)
: EmuWindow_SDL2{system_, is_secondary}, system{system_} {
std::string window_title = fmt::format("Citra {} | {}-{}", Common::g_build_fullname,
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
Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight,
SDL_WINDOW_SHOWN);
if (render_window == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 window: {}", SDL_GetError());
exit(1);
}
window_surface = SDL_GetWindowSurface(render_window);
renderer = SDL_CreateSoftwareRenderer(window_surface);
if (renderer == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 software renderer: {}", SDL_GetError());
exit(1);
}
if (fullscreen) {
Fullscreen();
}
render_window_id = SDL_GetWindowID(render_window);
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
}
EmuWindow_SDL2_SW::~EmuWindow_SDL2_SW() {
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(render_window);
}
std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2_SW::CreateSharedContext() const {
return std::make_unique<DummyContext>();
}
void EmuWindow_SDL2_SW::Present() {
const auto layout{Layout::DefaultFrameLayout(
Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight, false, false)};
using VideoCore::ScreenId;
while (IsOpen()) {
SDL_SetRenderDrawColor(renderer,
static_cast<Uint8>(Settings::values.bg_red.GetValue() * 255),
static_cast<Uint8>(Settings::values.bg_green.GetValue() * 255),
static_cast<Uint8>(Settings::values.bg_blue.GetValue() * 255), 0xFF);
SDL_RenderClear(renderer);
const auto draw_screen = [&](ScreenId screen_id) {
const auto dst_rect =
screen_id == ScreenId::TopLeft ? layout.top_screen : layout.bottom_screen;
SDL_Rect sdl_rect{static_cast<int>(dst_rect.left), static_cast<int>(dst_rect.top),
static_cast<int>(dst_rect.GetWidth()),
static_cast<int>(dst_rect.GetHeight())};
SDL_Surface* screen = LoadFramebuffer(screen_id);
SDL_BlitSurface(screen, nullptr, window_surface, &sdl_rect);
SDL_FreeSurface(screen);
};
draw_screen(ScreenId::TopLeft);
draw_screen(ScreenId::Bottom);
SDL_RenderPresent(renderer);
SDL_UpdateWindowSurface(render_window);
}
}
SDL_Surface* EmuWindow_SDL2_SW::LoadFramebuffer(VideoCore::ScreenId screen_id) {
const auto& renderer = static_cast<SwRenderer::RendererSoftware&>(system.GPU().Renderer());
const auto& info = renderer.Screen(screen_id);
const int width = static_cast<int>(info.width);
const int height = static_cast<int>(info.height);
SDL_Surface* surface =
SDL_CreateRGBSurfaceWithFormat(0, width, height, 0, SDL_PIXELFORMAT_ABGR8888);
SDL_LockSurface(surface);
std::memcpy(surface->pixels, info.pixels.data(), info.pixels.size());
SDL_UnlockSurface(surface);
return surface;
}

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// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "citra_sdl/emu_window/emu_window_sdl2.h"
struct SDL_Renderer;
struct SDL_Surface;
namespace VideoCore {
enum class ScreenId : u32;
}
namespace Core {
class System;
}
class EmuWindow_SDL2_SW : public EmuWindow_SDL2 {
public:
explicit EmuWindow_SDL2_SW(Core::System& system, bool fullscreen, bool is_secondary);
~EmuWindow_SDL2_SW();
void Present() override;
std::unique_ptr<GraphicsContext> CreateSharedContext() const override;
void MakeCurrent() override {}
void DoneCurrent() override {}
private:
/// Loads a framebuffer to an SDL surface
SDL_Surface* LoadFramebuffer(VideoCore::ScreenId screen_id);
/// The system class.
Core::System& system;
/// The SDL software renderer
SDL_Renderer* renderer;
/// The window surface
SDL_Surface* window_surface;
};

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// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cstdlib>
#include <memory>
#include <string>
#include <SDL.h>
#include <SDL_syswm.h>
#include <fmt/format.h>
#include "citra_sdl/emu_window/emu_window_sdl2_vk.h"
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "core/frontend/emu_window.h"
class DummyContext : public Frontend::GraphicsContext {};
EmuWindow_SDL2_VK::EmuWindow_SDL2_VK(Core::System& system, bool fullscreen, bool is_secondary)
: EmuWindow_SDL2{system, is_secondary} {
const std::string window_title = fmt::format("Citra {} | {}-{}", Common::g_build_fullname,
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
Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_SysWMinfo wm;
SDL_VERSION(&wm.version);
if (SDL_GetWindowWMInfo(render_window, &wm) == SDL_FALSE) {
LOG_CRITICAL(Frontend, "Failed to get information from the window manager");
std::exit(EXIT_FAILURE);
}
if (fullscreen) {
Fullscreen();
SDL_ShowCursor(false);
}
switch (wm.subsystem) {
#ifdef SDL_VIDEO_DRIVER_WINDOWS
case SDL_SYSWM_TYPE::SDL_SYSWM_WINDOWS:
window_info.type = Frontend::WindowSystemType::Windows;
window_info.render_surface = reinterpret_cast<void*>(wm.info.win.window);
break;
#endif
#ifdef SDL_VIDEO_DRIVER_X11
case SDL_SYSWM_TYPE::SDL_SYSWM_X11:
window_info.type = Frontend::WindowSystemType::X11;
window_info.display_connection = wm.info.x11.display;
window_info.render_surface = reinterpret_cast<void*>(wm.info.x11.window);
break;
#endif
#ifdef SDL_VIDEO_DRIVER_WAYLAND
case SDL_SYSWM_TYPE::SDL_SYSWM_WAYLAND:
window_info.type = Frontend::WindowSystemType::Wayland;
window_info.display_connection = wm.info.wl.display;
window_info.render_surface = wm.info.wl.surface;
break;
#endif
#ifdef SDL_VIDEO_DRIVER_COCOA
case SDL_SYSWM_TYPE::SDL_SYSWM_COCOA:
window_info.type = Frontend::WindowSystemType::MacOS;
window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(render_window));
break;
#endif
#ifdef SDL_VIDEO_DRIVER_ANDROID
case SDL_SYSWM_TYPE::SDL_SYSWM_ANDROID:
window_info.type = Frontend::WindowSystemType::Android;
window_info.render_surface = reinterpret_cast<void*>(wm.info.android.window);
break;
#endif
default:
LOG_CRITICAL(Frontend, "Window manager subsystem {} not implemented", wm.subsystem);
std::exit(EXIT_FAILURE);
break;
}
render_window_id = SDL_GetWindowID(render_window);
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
}
EmuWindow_SDL2_VK::~EmuWindow_SDL2_VK() = default;
std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2_VK::CreateSharedContext() const {
return std::make_unique<DummyContext>();
}

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// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "citra_sdl/emu_window/emu_window_sdl2.h"
namespace Frontend {
class GraphicsContext;
}
namespace Core {
class System;
}
class EmuWindow_SDL2_VK final : public EmuWindow_SDL2 {
public:
explicit EmuWindow_SDL2_VK(Core::System& system_, bool fullscreen, bool is_secondary);
~EmuWindow_SDL2_VK() override;
std::unique_ptr<Frontend::GraphicsContext> CreateSharedContext() const override;
};