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Have SDL2 as a project dependency
Initial SDL2 port Delete one last file.
This commit is contained in:
parent
bd5c943c65
commit
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@ -69,6 +69,7 @@ list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/externals/cmake-modules")
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find_package(OpenGL REQUIRED)
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include_directories(${OPENGL_INCLUDE_DIR})
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<<<<<<< HEAD
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option(ENABLE_GLFW "Enable the GLFW frontend" ON)
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if (ENABLE_GLFW)
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if (WIN32)
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@ -145,6 +146,15 @@ ELSE()
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set(PLATFORM_LIBRARIES rt)
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ENDIF (APPLE)
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=======
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find_package(SDL2 REQUIRED)
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if (SDL2_FOUND)
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include_directories(${SDL2_INCLUDE_DIRS})
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else()
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message(STATUS "SDL2 not found.")
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endif()
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>>>>>>> Have SDL2 as a project dependency
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option(ENABLE_QT "Enable the Qt frontend" ON)
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option(CITRA_FORCE_QT4 "Use Qt4 even if Qt5 is available." OFF)
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if (ENABLE_QT)
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180
externals/cmake-modules/FindSDL2.cmake
vendored
Normal file
180
externals/cmake-modules/FindSDL2.cmake
vendored
Normal file
@ -0,0 +1,180 @@
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# Locate SDL2 library
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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 SDL2_main 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 SDL2main.h and SDL2main.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" SDL2 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" SDL2 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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# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
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# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
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# was not created for redistribution, and exists temporarily pending official
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# SDL2 CMake modules.
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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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# see accompanying file Copyright.txt for details.
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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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# (To distribute this file outside of CMake, substitute the full
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# License text for the above reference.)
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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
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~/Library/Frameworks
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/Library/Frameworks
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/usr/local/include/SDL2
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/usr/include/SDL2
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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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)
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#MESSAGE("SDL2_INCLUDE_DIR is ${SDL2_INCLUDE_DIR}")
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FIND_LIBRARY(SDL2_LIBRARY_TEMP
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NAMES SDL2
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES lib64 lib
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PATHS
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/sw
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/opt/local
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/opt/csw
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/opt
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)
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#MESSAGE("SDL2_LIBRARY_TEMP is ${SDL2_LIBRARY_TEMP}")
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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
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/sw
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/opt/local
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/opt/csw
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/opt
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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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SET(SDL2_FOUND "NO")
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IF(SDL2_LIBRARY_TEMP)
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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 ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
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# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
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SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
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SET(SDL2_FOUND "YES")
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ENDIF(SDL2_LIBRARY_TEMP)
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INCLUDE(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2
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REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
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@ -4,9 +4,7 @@ include_directories(.)
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add_subdirectory(common)
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add_subdirectory(core)
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add_subdirectory(video_core)
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if (ENABLE_GLFW)
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add_subdirectory(citra)
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endif()
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add_subdirectory(citra)
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if (ENABLE_QT)
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add_subdirectory(citra_qt)
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endif()
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@ -1,11 +1,11 @@
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set(SRCS
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emu_window/emu_window_glfw.cpp
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emu_window/emu_window_sdl.cpp
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citra.cpp
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config.cpp
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citra.rc
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)
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set(HEADERS
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emu_window/emu_window_glfw.h
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emu_window/emu_window_sdl.h
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config.h
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default_ini.h
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resource.h
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@ -15,7 +15,7 @@ create_directory_groups(${SRCS} ${HEADERS})
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add_executable(citra ${SRCS} ${HEADERS})
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target_link_libraries(citra core common video_core)
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target_link_libraries(citra ${GLFW_LIBRARIES} ${OPENGL_gl_LIBRARY} inih)
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target_link_libraries(citra ${SDL2_LIBRARY} ${OPENGL_gl_LIBRARY} inih)
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target_link_libraries(citra ${PLATFORM_LIBRARIES})
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#install(TARGETS citra RUNTIME DESTINATION ${bindir})
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@ -16,7 +16,7 @@
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#include "core/loader/loader.h"
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#include "citra/config.h"
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#include "citra/emu_window/emu_window_glfw.h"
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#include "citra/emu_window/emu_window_sdl.h"
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#include "video_core/video_core.h"
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@ -34,7 +34,7 @@ int main(int argc, char **argv) {
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log_filter.ParseFilterString(Settings::values.log_filter);
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std::string boot_filename = argv[1];
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EmuWindow_GLFW* emu_window = new EmuWindow_GLFW;
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EmuWindow_SDL* emu_window = new EmuWindow_SDL;
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VideoCore::g_hw_renderer_enabled = Settings::values.use_hw_renderer;
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@ -2,7 +2,7 @@
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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 <GLFW/glfw3.h>
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#include <SDL2/SDL.h>
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#include "citra/default_ini.h"
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@ -16,8 +16,8 @@
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Config::Config() {
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// TODO: Don't hardcode the path; let the frontend decide where to put the config files.
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glfw_config_loc = FileUtil::GetUserPath(D_CONFIG_IDX) + "glfw-config.ini";
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glfw_config = new INIReader(glfw_config_loc);
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sdl_config_loc = FileUtil::GetUserPath(D_CONFIG_IDX) + "sdl-config.ini";
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sdl_config = new INIReader(sdl_config_loc);
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Reload();
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}
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@ -41,55 +41,60 @@ bool Config::LoadINI(INIReader* config, const char* location, const std::string&
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void Config::ReadValues() {
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// Controls
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Settings::values.pad_a_key = glfw_config->GetInteger("Controls", "pad_a", GLFW_KEY_A);
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Settings::values.pad_b_key = glfw_config->GetInteger("Controls", "pad_b", GLFW_KEY_S);
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Settings::values.pad_x_key = glfw_config->GetInteger("Controls", "pad_x", GLFW_KEY_Z);
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Settings::values.pad_y_key = glfw_config->GetInteger("Controls", "pad_y", GLFW_KEY_X);
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Settings::values.pad_l_key = glfw_config->GetInteger("Controls", "pad_l", GLFW_KEY_Q);
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Settings::values.pad_r_key = glfw_config->GetInteger("Controls", "pad_r", GLFW_KEY_W);
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Settings::values.pad_zl_key = glfw_config->GetInteger("Controls", "pad_zl", GLFW_KEY_1);
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Settings::values.pad_zr_key = glfw_config->GetInteger("Controls", "pad_zr", GLFW_KEY_2);
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Settings::values.pad_start_key = glfw_config->GetInteger("Controls", "pad_start", GLFW_KEY_M);
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Settings::values.pad_select_key = glfw_config->GetInteger("Controls", "pad_select", GLFW_KEY_N);
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Settings::values.pad_home_key = glfw_config->GetInteger("Controls", "pad_home", GLFW_KEY_B);
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Settings::values.pad_dup_key = glfw_config->GetInteger("Controls", "pad_dup", GLFW_KEY_T);
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Settings::values.pad_ddown_key = glfw_config->GetInteger("Controls", "pad_ddown", GLFW_KEY_G);
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Settings::values.pad_dleft_key = glfw_config->GetInteger("Controls", "pad_dleft", GLFW_KEY_F);
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Settings::values.pad_dright_key = glfw_config->GetInteger("Controls", "pad_dright", GLFW_KEY_H);
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Settings::values.pad_sup_key = glfw_config->GetInteger("Controls", "pad_sup", GLFW_KEY_UP);
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Settings::values.pad_sdown_key = glfw_config->GetInteger("Controls", "pad_sdown", GLFW_KEY_DOWN);
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Settings::values.pad_sleft_key = glfw_config->GetInteger("Controls", "pad_sleft", GLFW_KEY_LEFT);
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Settings::values.pad_sright_key = glfw_config->GetInteger("Controls", "pad_sright", GLFW_KEY_RIGHT);
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Settings::values.pad_cup_key = glfw_config->GetInteger("Controls", "pad_cup", GLFW_KEY_I);
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Settings::values.pad_cdown_key = glfw_config->GetInteger("Controls", "pad_cdown", GLFW_KEY_K);
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Settings::values.pad_cleft_key = glfw_config->GetInteger("Controls", "pad_cleft", GLFW_KEY_J);
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Settings::values.pad_cright_key = glfw_config->GetInteger("Controls", "pad_cright", GLFW_KEY_L);
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Settings::values.pad_a_key = sdl_config->GetInteger("Controls", "pad_a", SDL_SCANCODE_A);
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Settings::values.pad_b_key = sdl_config->GetInteger("Controls", "pad_b", SDL_SCANCODE_S);
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Settings::values.pad_x_key = sdl_config->GetInteger("Controls", "pad_x", SDL_SCANCODE_Z);
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Settings::values.pad_y_key = sdl_config->GetInteger("Controls", "pad_y", SDL_SCANCODE_X);
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Settings::values.pad_l_key = sdl_config->GetInteger("Controls", "pad_l", SDL_SCANCODE_Q);
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Settings::values.pad_r_key = sdl_config->GetInteger("Controls", "pad_r", SDL_SCANCODE_W);
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Settings::values.pad_zl_key = sdl_config->GetInteger("Controls", "pad_zl", SDL_SCANCODE_1);
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Settings::values.pad_zr_key = sdl_config->GetInteger("Controls", "pad_zr", SDL_SCANCODE_2);
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Settings::values.pad_start_key = sdl_config->GetInteger("Controls", "pad_start", SDL_SCANCODE_M);
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Settings::values.pad_select_key = sdl_config->GetInteger("Controls", "pad_select", SDL_SCANCODE_N);
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Settings::values.pad_home_key = sdl_config->GetInteger("Controls", "pad_home", SDL_SCANCODE_B);
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Settings::values.pad_dup_key = sdl_config->GetInteger("Controls", "pad_dup", SDL_SCANCODE_T);
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Settings::values.pad_ddown_key = sdl_config->GetInteger("Controls", "pad_ddown", SDL_SCANCODE_G);
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Settings::values.pad_dleft_key = sdl_config->GetInteger("Controls", "pad_dleft", SDL_SCANCODE_F);
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Settings::values.pad_dright_key = sdl_config->GetInteger("Controls", "pad_dright", SDL_SCANCODE_H);
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Settings::values.pad_sup_key = sdl_config->GetInteger("Controls", "pad_sup", SDL_SCANCODE_UP);
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Settings::values.pad_sdown_key = sdl_config->GetInteger("Controls", "pad_sdown", SDL_SCANCODE_DOWN);
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Settings::values.pad_sleft_key = sdl_config->GetInteger("Controls", "pad_sleft", SDL_SCANCODE_LEFT);
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Settings::values.pad_sright_key = sdl_config->GetInteger("Controls", "pad_sright", SDL_SCANCODE_RIGHT);
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Settings::values.pad_cup_key = sdl_config->GetInteger("Controls", "pad_cup", SDL_SCANCODE_I);
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Settings::values.pad_cdown_key = sdl_config->GetInteger("Controls", "pad_cdown", SDL_SCANCODE_K);
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Settings::values.pad_cleft_key = sdl_config->GetInteger("Controls", "pad_cleft", SDL_SCANCODE_K);
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Settings::values.pad_cright_key = sdl_config->GetInteger("Controls", "pad_cright", SDL_SCANCODE_L);
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// Core
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<<<<<<< HEAD
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Settings::values.frame_skip = glfw_config->GetInteger("Core", "frame_skip", 0);
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=======
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Settings::values.gpu_refresh_rate = sdl_config->GetInteger("Core", "gpu_refresh_rate", 30);
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Settings::values.frame_skip = sdl_config->GetInteger("Core", "frame_skip", 0);
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>>>>>>> Have SDL2 as a project dependency
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// Renderer
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Settings::values.use_hw_renderer = glfw_config->GetBoolean("Renderer", "use_hw_renderer", false);
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Settings::values.use_hw_renderer = sdl_config->GetBoolean("Renderer", "use_hw_renderer", true);
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Settings::values.bg_red = (float)glfw_config->GetReal("Renderer", "bg_red", 1.0);
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Settings::values.bg_green = (float)glfw_config->GetReal("Renderer", "bg_green", 1.0);
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Settings::values.bg_blue = (float)glfw_config->GetReal("Renderer", "bg_blue", 1.0);
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Settings::values.bg_red = (float)sdl_config->GetReal("Renderer", "bg_red", 1.0);
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Settings::values.bg_green = (float)sdl_config->GetReal("Renderer", "bg_green", 1.0);
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Settings::values.bg_blue = (float)sdl_config->GetReal("Renderer", "bg_blue", 1.0);
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// Data Storage
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Settings::values.use_virtual_sd = glfw_config->GetBoolean("Data Storage", "use_virtual_sd", true);
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Settings::values.use_virtual_sd = sdl_config->GetBoolean("Data Storage", "use_virtual_sd", true);
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// System Region
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Settings::values.region_value = glfw_config->GetInteger("System Region", "region_value", 1);
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Settings::values.region_value = sdl_config->GetInteger("System Region", "region_value", 1);
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// Miscellaneous
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Settings::values.log_filter = glfw_config->Get("Miscellaneous", "log_filter", "*:Info");
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Settings::values.log_filter = sdl_config->Get("Miscellaneous", "log_filter", "*:Info");
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}
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void Config::Reload() {
|
||||
LoadINI(glfw_config, glfw_config_loc.c_str(), DefaultINI::glfw_config_file);
|
||||
LoadINI(sdl_config, sdl_config_loc.c_str(), DefaultINI::sdl_config_file);
|
||||
ReadValues();
|
||||
}
|
||||
|
||||
Config::~Config() {
|
||||
delete glfw_config;
|
||||
delete sdl_config;
|
||||
}
|
||||
|
@ -11,8 +11,8 @@
|
||||
#include "common/common_types.h"
|
||||
|
||||
class Config {
|
||||
INIReader* glfw_config;
|
||||
std::string glfw_config_loc;
|
||||
INIReader* sdl_config;
|
||||
std::string sdl_config_loc;
|
||||
|
||||
bool LoadINI(INIReader* config, const char* location, const std::string& default_contents="", bool retry=true);
|
||||
void ReadValues();
|
||||
|
@ -6,7 +6,7 @@
|
||||
|
||||
namespace DefaultINI {
|
||||
|
||||
const char* glfw_config_file = R"(
|
||||
const char* sdl_config_file = R"(
|
||||
[Controls]
|
||||
pad_start =
|
||||
pad_select =
|
||||
@ -62,6 +62,11 @@ use_virtual_sd =
|
||||
# 0: Japan, 1: USA (default), 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
|
||||
region_value =
|
||||
|
||||
[Input Backend]
|
||||
# Input system Citra will use during emulation
|
||||
# 0: Keyboard (default), 1: SDL2 (gamepad)
|
||||
input_backend =
|
||||
|
||||
[Miscellaneous]
|
||||
# A filter which removes logs below a certain logging level.
|
||||
# Examples: *:Debug Kernel.SVC:Trace Service.*:Critical
|
||||
|
@ -1,179 +0,0 @@
|
||||
// Copyright 2014 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "common/logging/log.h"
|
||||
|
||||
#include "video_core/video_core.h"
|
||||
|
||||
#include "core/settings.h"
|
||||
|
||||
#include "citra/emu_window/emu_window_glfw.h"
|
||||
|
||||
EmuWindow_GLFW* EmuWindow_GLFW::GetEmuWindow(GLFWwindow* win) {
|
||||
return static_cast<EmuWindow_GLFW*>(glfwGetWindowUserPointer(win));
|
||||
}
|
||||
|
||||
void EmuWindow_GLFW::OnMouseButtonEvent(GLFWwindow* win, int button, int action, int mods) {
|
||||
if (button == GLFW_MOUSE_BUTTON_LEFT) {
|
||||
auto emu_window = GetEmuWindow(win);
|
||||
auto layout = emu_window->GetFramebufferLayout();
|
||||
double x, y;
|
||||
glfwGetCursorPos(win, &x, &y);
|
||||
|
||||
if (action == GLFW_PRESS)
|
||||
emu_window->TouchPressed(static_cast<unsigned>(x), static_cast<unsigned>(y));
|
||||
else if (action == GLFW_RELEASE)
|
||||
emu_window->TouchReleased();
|
||||
}
|
||||
}
|
||||
|
||||
void EmuWindow_GLFW::OnCursorPosEvent(GLFWwindow* win, double x, double y) {
|
||||
GetEmuWindow(win)->TouchMoved(static_cast<unsigned>(std::max(x, 0.0)), static_cast<unsigned>(std::max(y, 0.0)));
|
||||
}
|
||||
|
||||
/// Called by GLFW when a key event occurs
|
||||
void EmuWindow_GLFW::OnKeyEvent(GLFWwindow* win, int key, int scancode, int action, int mods) {
|
||||
auto emu_window = GetEmuWindow(win);
|
||||
int keyboard_id = emu_window->keyboard_id;
|
||||
|
||||
if (action == GLFW_PRESS) {
|
||||
emu_window->KeyPressed({key, keyboard_id});
|
||||
} else if (action == GLFW_RELEASE) {
|
||||
emu_window->KeyReleased({key, keyboard_id});
|
||||
}
|
||||
}
|
||||
|
||||
/// Whether the window is still open, and a close request hasn't yet been sent
|
||||
const bool EmuWindow_GLFW::IsOpen() {
|
||||
return glfwWindowShouldClose(m_render_window) == 0;
|
||||
}
|
||||
|
||||
void EmuWindow_GLFW::OnFramebufferResizeEvent(GLFWwindow* win, int width, int height) {
|
||||
GetEmuWindow(win)->NotifyFramebufferLayoutChanged(EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
|
||||
}
|
||||
|
||||
void EmuWindow_GLFW::OnClientAreaResizeEvent(GLFWwindow* win, int width, int height) {
|
||||
// NOTE: GLFW provides no proper way to set a minimal window size.
|
||||
// Hence, we just ignore the corresponding EmuWindow hint.
|
||||
OnFramebufferResizeEvent(win, width, height);
|
||||
}
|
||||
|
||||
/// EmuWindow_GLFW constructor
|
||||
EmuWindow_GLFW::EmuWindow_GLFW() {
|
||||
keyboard_id = KeyMap::NewDeviceId();
|
||||
|
||||
ReloadSetKeymaps();
|
||||
|
||||
glfwSetErrorCallback([](int error, const char *desc){
|
||||
LOG_ERROR(Frontend, "GLFW 0x%08x: %s", error, desc);
|
||||
});
|
||||
|
||||
// Initialize the window
|
||||
if(glfwInit() != GL_TRUE) {
|
||||
LOG_CRITICAL(Frontend, "Failed to initialize GLFW! Exiting...");
|
||||
exit(1);
|
||||
}
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
|
||||
// GLFW on OSX requires these window hints to be set to create a 3.2+ GL context.
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
std::string window_title = Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc);
|
||||
m_render_window = glfwCreateWindow(VideoCore::kScreenTopWidth,
|
||||
(VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight),
|
||||
window_title.c_str(), nullptr, nullptr);
|
||||
|
||||
if (m_render_window == nullptr) {
|
||||
LOG_CRITICAL(Frontend, "Failed to create GLFW window! Exiting...");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
glfwSetWindowUserPointer(m_render_window, this);
|
||||
|
||||
// Notify base interface about window state
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(m_render_window, &width, &height);
|
||||
OnFramebufferResizeEvent(m_render_window, width, height);
|
||||
|
||||
glfwGetWindowSize(m_render_window, &width, &height);
|
||||
OnClientAreaResizeEvent(m_render_window, width, height);
|
||||
|
||||
// Setup callbacks
|
||||
glfwSetKeyCallback(m_render_window, OnKeyEvent);
|
||||
glfwSetMouseButtonCallback(m_render_window, OnMouseButtonEvent);
|
||||
glfwSetCursorPosCallback(m_render_window, OnCursorPosEvent);
|
||||
glfwSetFramebufferSizeCallback(m_render_window, OnFramebufferResizeEvent);
|
||||
glfwSetWindowSizeCallback(m_render_window, OnClientAreaResizeEvent);
|
||||
|
||||
DoneCurrent();
|
||||
}
|
||||
|
||||
/// EmuWindow_GLFW destructor
|
||||
EmuWindow_GLFW::~EmuWindow_GLFW() {
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
/// Swap buffers to display the next frame
|
||||
void EmuWindow_GLFW::SwapBuffers() {
|
||||
glfwSwapBuffers(m_render_window);
|
||||
}
|
||||
|
||||
/// Polls window events
|
||||
void EmuWindow_GLFW::PollEvents() {
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
/// Makes the GLFW OpenGL context current for the caller thread
|
||||
void EmuWindow_GLFW::MakeCurrent() {
|
||||
glfwMakeContextCurrent(m_render_window);
|
||||
}
|
||||
|
||||
/// Releases (dunno if this is the "right" word) the GLFW context from the caller thread
|
||||
void EmuWindow_GLFW::DoneCurrent() {
|
||||
glfwMakeContextCurrent(nullptr);
|
||||
}
|
||||
|
||||
void EmuWindow_GLFW::ReloadSetKeymaps() {
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_a_key, keyboard_id}, Service::HID::PAD_A);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_b_key, keyboard_id}, Service::HID::PAD_B);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_select_key, keyboard_id}, Service::HID::PAD_SELECT);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_start_key, keyboard_id}, Service::HID::PAD_START);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_dright_key, keyboard_id}, Service::HID::PAD_RIGHT);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_dleft_key, keyboard_id}, Service::HID::PAD_LEFT);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_dup_key, keyboard_id}, Service::HID::PAD_UP);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_ddown_key, keyboard_id}, Service::HID::PAD_DOWN);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_r_key, keyboard_id}, Service::HID::PAD_R);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_l_key, keyboard_id}, Service::HID::PAD_L);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_x_key, keyboard_id}, Service::HID::PAD_X);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_y_key, keyboard_id}, Service::HID::PAD_Y);
|
||||
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_zl_key, keyboard_id}, Service::HID::PAD_ZL);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_zr_key, keyboard_id}, Service::HID::PAD_ZR);
|
||||
|
||||
// KeyMap::SetKeyMapping({Settings::values.pad_touch_key, keyboard_id}, Service::HID::PAD_TOUCH);
|
||||
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_cright_key, keyboard_id}, Service::HID::PAD_C_RIGHT);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_cleft_key, keyboard_id}, Service::HID::PAD_C_LEFT);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_cup_key, keyboard_id}, Service::HID::PAD_C_UP);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_cdown_key, keyboard_id}, Service::HID::PAD_C_DOWN);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_sright_key, keyboard_id}, Service::HID::PAD_CIRCLE_RIGHT);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_sleft_key, keyboard_id}, Service::HID::PAD_CIRCLE_LEFT);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_sup_key, keyboard_id}, Service::HID::PAD_CIRCLE_UP);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_sdown_key, keyboard_id}, Service::HID::PAD_CIRCLE_DOWN);
|
||||
}
|
||||
|
||||
void EmuWindow_GLFW::OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) {
|
||||
std::pair<int,int> current_size;
|
||||
glfwGetWindowSize(m_render_window, ¤t_size.first, ¤t_size.second);
|
||||
|
||||
DEBUG_ASSERT((int)minimal_size.first > 0 && (int)minimal_size.second > 0);
|
||||
int new_width = std::max(current_size.first, (int)minimal_size.first);
|
||||
int new_height = std::max(current_size.second, (int)minimal_size.second);
|
||||
|
||||
if (current_size != std::make_pair(new_width, new_height))
|
||||
glfwSetWindowSize(m_render_window, new_width, new_height);
|
||||
}
|
192
src/citra/emu_window/emu_window_sdl.cpp
Normal file
192
src/citra/emu_window/emu_window_sdl.cpp
Normal file
@ -0,0 +1,192 @@
|
||||
// Copyright 2014 Citra Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "common/logging/log.h"
|
||||
|
||||
#include "video_core/video_core.h"
|
||||
|
||||
#include "core/settings.h"
|
||||
|
||||
#include "citra/emu_window/emu_window_sdl.h"
|
||||
|
||||
/// Whether the window is still open, and a close request hasn't yet been sent
|
||||
const bool EmuWindow_SDL::IsOpen() {
|
||||
return (m_render_window != nullptr) ? true : false;
|
||||
}
|
||||
|
||||
void EmuWindow_SDL::OnFramebufferResizeEvent(SDL_Window* win, int width, int height) {
|
||||
NotifyFramebufferLayoutChanged(EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
|
||||
}
|
||||
|
||||
void EmuWindow_SDL::OnClientAreaResizeEvent(SDL_Window* win, int width, int height) {
|
||||
OnFramebufferResizeEvent(win, width, height);
|
||||
}
|
||||
|
||||
/// EmuWindow_SDL constructor
|
||||
EmuWindow_SDL::EmuWindow_SDL() {
|
||||
keyboard_id = KeyMap::NewDeviceId();
|
||||
|
||||
ReloadSetKeymaps();
|
||||
|
||||
// Initialize SDL first
|
||||
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
||||
LOG_CRITICAL(Frontend, "Failed to initialize SDL! Exiting...");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
// Window title formatting
|
||||
std::string window_title = Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc);
|
||||
|
||||
// SDL-OpenGL attributes are set here
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG, GL_TRUE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
|
||||
// Initialize the window
|
||||
m_render_window = SDL_CreateWindow(window_title.c_str(),
|
||||
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
|
||||
VideoCore::kScreenTopWidth, (VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight),
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||
|
||||
if (m_render_window == nullptr) {
|
||||
LOG_CRITICAL(Frontend, "Failed to initialize SDL render window! Exiting...");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
// Create an SDL-OpenGL context
|
||||
m_render_context = SDL_GL_CreateContext(m_render_window);
|
||||
|
||||
// Notify base interface about window state
|
||||
int width, height;
|
||||
SDL_GetWindowSize(m_render_window, &width, &height);
|
||||
OnClientAreaResizeEvent(m_render_window, width, height);
|
||||
OnMinimalClientAreaChangeRequest(std::make_pair(width, height));
|
||||
|
||||
DoneCurrent();
|
||||
}
|
||||
|
||||
/// EmuWindow_SDL destructor
|
||||
EmuWindow_SDL::~EmuWindow_SDL() {
|
||||
QuitWindow();
|
||||
}
|
||||
|
||||
/// Quits the current SDL EmuWindow
|
||||
void EmuWindow_SDL::QuitWindow() {
|
||||
SDL_DestroyWindow(m_render_window);
|
||||
m_render_window = nullptr;
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
/// Swap buffers to display the next frame
|
||||
void EmuWindow_SDL::SwapBuffers() {
|
||||
SDL_GL_SwapWindow(m_render_window);
|
||||
}
|
||||
|
||||
/// Polls window events
|
||||
void EmuWindow_SDL::PollEvents() {
|
||||
SDL_Event event;
|
||||
int sdl_key = 0;
|
||||
|
||||
//Poll for window, keyboard, and mouse events
|
||||
while (SDL_PollEvent(&event)) {
|
||||
switch (event.type) {
|
||||
//X out of window
|
||||
case SDL_QUIT:
|
||||
QuitWindow();
|
||||
break;
|
||||
|
||||
//Key press
|
||||
case SDL_KEYDOWN:
|
||||
sdl_key = event.key.keysym.scancode;
|
||||
KeyPressed({sdl_key, keyboard_id});
|
||||
break;
|
||||
|
||||
//Key release
|
||||
case SDL_KEYUP:
|
||||
sdl_key = event.key.keysym.scancode;
|
||||
KeyReleased({sdl_key, keyboard_id});
|
||||
break;
|
||||
|
||||
//Cursor movement
|
||||
case SDL_MOUSEMOTION:
|
||||
TouchMoved(static_cast<unsigned>(std::max(event.motion.x, 0)),
|
||||
static_cast<unsigned>(std::max(event.motion.y, 0)));
|
||||
break;
|
||||
|
||||
//Mouse button press
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
if (event.button.button == SDL_BUTTON_LEFT) {
|
||||
TouchPressed(static_cast<unsigned>(event.button.x),
|
||||
static_cast<unsigned>(event.button.y));
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
//Mouse button release
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
if (event.button.button == SDL_BUTTON_LEFT) TouchReleased();
|
||||
break;
|
||||
|
||||
//Window resize event
|
||||
case SDL_WINDOWEVENT:
|
||||
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
|
||||
OnClientAreaResizeEvent(m_render_window, event.window.data1, event.window.data2);
|
||||
SDL_SetWindowSize(m_render_window, event.window.data1, event.window.data2);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
//Leave everything else to InputCommon
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Makes the SDL OpenGL context current for the caller thread
|
||||
void EmuWindow_SDL::MakeCurrent() {
|
||||
SDL_GL_MakeCurrent(m_render_window, m_render_context);
|
||||
}
|
||||
|
||||
/// Releases (dunno if this is the "right" word) the SDL context from the caller thread
|
||||
void EmuWindow_SDL::DoneCurrent() {
|
||||
SDL_GL_MakeCurrent(m_render_window, 0);
|
||||
}
|
||||
|
||||
void EmuWindow_SDL::ReloadSetKeymaps() {
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_a_key, keyboard_id}, Service::HID::PAD_A);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_b_key, keyboard_id}, Service::HID::PAD_B);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_select_key, keyboard_id}, Service::HID::PAD_SELECT);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_start_key, keyboard_id}, Service::HID::PAD_START);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_dright_key, keyboard_id}, Service::HID::PAD_RIGHT);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_dleft_key, keyboard_id}, Service::HID::PAD_LEFT);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_dup_key, keyboard_id}, Service::HID::PAD_UP);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_ddown_key, keyboard_id}, Service::HID::PAD_DOWN);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_r_key, keyboard_id}, Service::HID::PAD_R);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_l_key, keyboard_id}, Service::HID::PAD_L);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_x_key, keyboard_id}, Service::HID::PAD_X);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_y_key, keyboard_id}, Service::HID::PAD_Y);
|
||||
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_zl_key, keyboard_id}, Service::HID::PAD_ZL);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_zr_key, keyboard_id}, Service::HID::PAD_ZR);
|
||||
|
||||
// KeyMap::SetKeyMapping({Settings::values.pad_touch_key, keyboard_id}, Service::HID::PAD_TOUCH);
|
||||
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_cright_key, keyboard_id}, Service::HID::PAD_C_RIGHT);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_cleft_key, keyboard_id}, Service::HID::PAD_C_LEFT);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_cup_key, keyboard_id}, Service::HID::PAD_C_UP);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_cdown_key, keyboard_id}, Service::HID::PAD_C_DOWN);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_sright_key, keyboard_id}, Service::HID::PAD_CIRCLE_RIGHT);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_sleft_key, keyboard_id}, Service::HID::PAD_CIRCLE_LEFT);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_sup_key, keyboard_id}, Service::HID::PAD_CIRCLE_UP);
|
||||
KeyMap::SetKeyMapping({Settings::values.pad_sdown_key, keyboard_id}, Service::HID::PAD_CIRCLE_DOWN);
|
||||
}
|
||||
|
||||
void EmuWindow_SDL::OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) {
|
||||
DEBUG_ASSERT((int)minimal_size.first > 0 && (int)minimal_size.second > 0);
|
||||
int min_width = minimal_size.first;
|
||||
int min_height = minimal_size.second;
|
||||
|
||||
SDL_SetWindowMinimumSize(m_render_window, min_width, min_height);
|
||||
}
|
@ -4,14 +4,15 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_opengl.h>
|
||||
|
||||
#include "common/emu_window.h"
|
||||
|
||||
struct GLFWwindow;
|
||||
|
||||
class EmuWindow_GLFW : public EmuWindow {
|
||||
class EmuWindow_SDL : public EmuWindow {
|
||||
public:
|
||||
EmuWindow_GLFW();
|
||||
~EmuWindow_GLFW();
|
||||
EmuWindow_SDL();
|
||||
~EmuWindow_SDL();
|
||||
|
||||
/// Swap buffers to display the next frame
|
||||
void SwapBuffers() override;
|
||||
@ -22,30 +23,26 @@ public:
|
||||
/// Makes the graphics context current for the caller thread
|
||||
void MakeCurrent() override;
|
||||
|
||||
/// Releases (dunno if this is the "right" word) the GLFW context from the caller thread
|
||||
/// Releases (dunno if this is the "right" word) the SDL context from the caller thread
|
||||
void DoneCurrent() override;
|
||||
|
||||
static void OnKeyEvent(GLFWwindow* win, int key, int scancode, int action, int mods);
|
||||
|
||||
static void OnMouseButtonEvent(GLFWwindow* window, int button, int action, int mods);
|
||||
|
||||
static void OnCursorPosEvent(GLFWwindow* window, double x, double y);
|
||||
|
||||
/// Whether the window is still open, and a close request hasn't yet been sent
|
||||
const bool IsOpen();
|
||||
|
||||
static void OnClientAreaResizeEvent(GLFWwindow* win, int width, int height);
|
||||
void OnClientAreaResizeEvent(SDL_Window* win, int width, int height);
|
||||
|
||||
static void OnFramebufferResizeEvent(GLFWwindow* win, int width, int height);
|
||||
void OnFramebufferResizeEvent(SDL_Window* win, int width, int height);
|
||||
|
||||
void ReloadSetKeymaps() override;
|
||||
|
||||
private:
|
||||
void OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) override;
|
||||
|
||||
static EmuWindow_GLFW* GetEmuWindow(GLFWwindow* win);
|
||||
/// Quits the current SDL EmuWindow
|
||||
void QuitWindow();
|
||||
|
||||
GLFWwindow* m_render_window; ///< Internal GLFW render window
|
||||
SDL_Window* m_render_window; ///< Internal SDL render window
|
||||
SDL_GLContext m_render_context; ///< SDL-OpenGL context
|
||||
|
||||
/// Device id of keyboard for use with KeyMap
|
||||
int keyboard_id;
|
Loading…
Reference in New Issue
Block a user