Have SDL2 as a project dependency

Initial SDL2 port

Delete one last file.
This commit is contained in:
Daniel Stuart Baxter 2015-05-31 14:13:46 -05:00
parent bd5c943c65
commit c0b672fc98
11 changed files with 449 additions and 241 deletions

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@ -69,6 +69,7 @@ list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/externals/cmake-modules")
find_package(OpenGL REQUIRED) find_package(OpenGL REQUIRED)
include_directories(${OPENGL_INCLUDE_DIR}) include_directories(${OPENGL_INCLUDE_DIR})
<<<<<<< HEAD
option(ENABLE_GLFW "Enable the GLFW frontend" ON) option(ENABLE_GLFW "Enable the GLFW frontend" ON)
if (ENABLE_GLFW) if (ENABLE_GLFW)
if (WIN32) if (WIN32)
@ -145,6 +146,15 @@ ELSE()
set(PLATFORM_LIBRARIES rt) set(PLATFORM_LIBRARIES rt)
ENDIF (APPLE) ENDIF (APPLE)
=======
find_package(SDL2 REQUIRED)
if (SDL2_FOUND)
include_directories(${SDL2_INCLUDE_DIRS})
else()
message(STATUS "SDL2 not found.")
endif()
>>>>>>> Have SDL2 as a project dependency
option(ENABLE_QT "Enable the Qt frontend" ON) option(ENABLE_QT "Enable the Qt frontend" ON)
option(CITRA_FORCE_QT4 "Use Qt4 even if Qt5 is available." OFF) option(CITRA_FORCE_QT4 "Use Qt4 even if Qt5 is available." OFF)
if (ENABLE_QT) if (ENABLE_QT)

180
externals/cmake-modules/FindSDL2.cmake vendored Normal file
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@ -0,0 +1,180 @@
# Locate SDL2 library
# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2_main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDL2main.h and SDL2main.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2DIR is an environment variable that would
# correspond to the ./configure --prefix=$SDL2DIR
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL2 guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL2 convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#
# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
# was not created for redistribution, and exists temporarily pending official
# SDL2 CMake modules.
#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)
FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local/include/SDL2
/usr/include/SDL2
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)
#MESSAGE("SDL2_INCLUDE_DIR is ${SDL2_INCLUDE_DIR}")
FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
#MESSAGE("SDL2_LIBRARY_TEMP is ${SDL2_LIBRARY_TEMP}")
IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)
# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)
SET(SDL2_FOUND "NO")
IF(SDL2_LIBRARY_TEMP)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)
# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)
# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)
# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
SET(SDL2_FOUND "YES")
ENDIF(SDL2_LIBRARY_TEMP)
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2
REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)

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@ -4,9 +4,7 @@ include_directories(.)
add_subdirectory(common) add_subdirectory(common)
add_subdirectory(core) add_subdirectory(core)
add_subdirectory(video_core) add_subdirectory(video_core)
if (ENABLE_GLFW)
add_subdirectory(citra) add_subdirectory(citra)
endif()
if (ENABLE_QT) if (ENABLE_QT)
add_subdirectory(citra_qt) add_subdirectory(citra_qt)
endif() endif()

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@ -1,11 +1,11 @@
set(SRCS set(SRCS
emu_window/emu_window_glfw.cpp emu_window/emu_window_sdl.cpp
citra.cpp citra.cpp
config.cpp config.cpp
citra.rc citra.rc
) )
set(HEADERS set(HEADERS
emu_window/emu_window_glfw.h emu_window/emu_window_sdl.h
config.h config.h
default_ini.h default_ini.h
resource.h resource.h
@ -15,7 +15,7 @@ create_directory_groups(${SRCS} ${HEADERS})
add_executable(citra ${SRCS} ${HEADERS}) add_executable(citra ${SRCS} ${HEADERS})
target_link_libraries(citra core common video_core) target_link_libraries(citra core common video_core)
target_link_libraries(citra ${GLFW_LIBRARIES} ${OPENGL_gl_LIBRARY} inih) target_link_libraries(citra ${SDL2_LIBRARY} ${OPENGL_gl_LIBRARY} inih)
target_link_libraries(citra ${PLATFORM_LIBRARIES}) target_link_libraries(citra ${PLATFORM_LIBRARIES})
#install(TARGETS citra RUNTIME DESTINATION ${bindir}) #install(TARGETS citra RUNTIME DESTINATION ${bindir})

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@ -16,7 +16,7 @@
#include "core/loader/loader.h" #include "core/loader/loader.h"
#include "citra/config.h" #include "citra/config.h"
#include "citra/emu_window/emu_window_glfw.h" #include "citra/emu_window/emu_window_sdl.h"
#include "video_core/video_core.h" #include "video_core/video_core.h"
@ -34,7 +34,7 @@ int main(int argc, char **argv) {
log_filter.ParseFilterString(Settings::values.log_filter); log_filter.ParseFilterString(Settings::values.log_filter);
std::string boot_filename = argv[1]; std::string boot_filename = argv[1];
EmuWindow_GLFW* emu_window = new EmuWindow_GLFW; EmuWindow_SDL* emu_window = new EmuWindow_SDL;
VideoCore::g_hw_renderer_enabled = Settings::values.use_hw_renderer; VideoCore::g_hw_renderer_enabled = Settings::values.use_hw_renderer;

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@ -2,7 +2,7 @@
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include <GLFW/glfw3.h> #include <SDL2/SDL.h>
#include "citra/default_ini.h" #include "citra/default_ini.h"
@ -16,8 +16,8 @@
Config::Config() { Config::Config() {
// TODO: Don't hardcode the path; let the frontend decide where to put the config files. // TODO: Don't hardcode the path; let the frontend decide where to put the config files.
glfw_config_loc = FileUtil::GetUserPath(D_CONFIG_IDX) + "glfw-config.ini"; sdl_config_loc = FileUtil::GetUserPath(D_CONFIG_IDX) + "sdl-config.ini";
glfw_config = new INIReader(glfw_config_loc); sdl_config = new INIReader(sdl_config_loc);
Reload(); Reload();
} }
@ -41,55 +41,60 @@ bool Config::LoadINI(INIReader* config, const char* location, const std::string&
void Config::ReadValues() { void Config::ReadValues() {
// Controls // Controls
Settings::values.pad_a_key = glfw_config->GetInteger("Controls", "pad_a", GLFW_KEY_A); Settings::values.pad_a_key = sdl_config->GetInteger("Controls", "pad_a", SDL_SCANCODE_A);
Settings::values.pad_b_key = glfw_config->GetInteger("Controls", "pad_b", GLFW_KEY_S); Settings::values.pad_b_key = sdl_config->GetInteger("Controls", "pad_b", SDL_SCANCODE_S);
Settings::values.pad_x_key = glfw_config->GetInteger("Controls", "pad_x", GLFW_KEY_Z); Settings::values.pad_x_key = sdl_config->GetInteger("Controls", "pad_x", SDL_SCANCODE_Z);
Settings::values.pad_y_key = glfw_config->GetInteger("Controls", "pad_y", GLFW_KEY_X); Settings::values.pad_y_key = sdl_config->GetInteger("Controls", "pad_y", SDL_SCANCODE_X);
Settings::values.pad_l_key = glfw_config->GetInteger("Controls", "pad_l", GLFW_KEY_Q); Settings::values.pad_l_key = sdl_config->GetInteger("Controls", "pad_l", SDL_SCANCODE_Q);
Settings::values.pad_r_key = glfw_config->GetInteger("Controls", "pad_r", GLFW_KEY_W); Settings::values.pad_r_key = sdl_config->GetInteger("Controls", "pad_r", SDL_SCANCODE_W);
Settings::values.pad_zl_key = glfw_config->GetInteger("Controls", "pad_zl", GLFW_KEY_1); Settings::values.pad_zl_key = sdl_config->GetInteger("Controls", "pad_zl", SDL_SCANCODE_1);
Settings::values.pad_zr_key = glfw_config->GetInteger("Controls", "pad_zr", GLFW_KEY_2); Settings::values.pad_zr_key = sdl_config->GetInteger("Controls", "pad_zr", SDL_SCANCODE_2);
Settings::values.pad_start_key = glfw_config->GetInteger("Controls", "pad_start", GLFW_KEY_M); Settings::values.pad_start_key = sdl_config->GetInteger("Controls", "pad_start", SDL_SCANCODE_M);
Settings::values.pad_select_key = glfw_config->GetInteger("Controls", "pad_select", GLFW_KEY_N); Settings::values.pad_select_key = sdl_config->GetInteger("Controls", "pad_select", SDL_SCANCODE_N);
Settings::values.pad_home_key = glfw_config->GetInteger("Controls", "pad_home", GLFW_KEY_B); Settings::values.pad_home_key = sdl_config->GetInteger("Controls", "pad_home", SDL_SCANCODE_B);
Settings::values.pad_dup_key = glfw_config->GetInteger("Controls", "pad_dup", GLFW_KEY_T); Settings::values.pad_dup_key = sdl_config->GetInteger("Controls", "pad_dup", SDL_SCANCODE_T);
Settings::values.pad_ddown_key = glfw_config->GetInteger("Controls", "pad_ddown", GLFW_KEY_G); Settings::values.pad_ddown_key = sdl_config->GetInteger("Controls", "pad_ddown", SDL_SCANCODE_G);
Settings::values.pad_dleft_key = glfw_config->GetInteger("Controls", "pad_dleft", GLFW_KEY_F); Settings::values.pad_dleft_key = sdl_config->GetInteger("Controls", "pad_dleft", SDL_SCANCODE_F);
Settings::values.pad_dright_key = glfw_config->GetInteger("Controls", "pad_dright", GLFW_KEY_H); Settings::values.pad_dright_key = sdl_config->GetInteger("Controls", "pad_dright", SDL_SCANCODE_H);
Settings::values.pad_sup_key = glfw_config->GetInteger("Controls", "pad_sup", GLFW_KEY_UP); Settings::values.pad_sup_key = sdl_config->GetInteger("Controls", "pad_sup", SDL_SCANCODE_UP);
Settings::values.pad_sdown_key = glfw_config->GetInteger("Controls", "pad_sdown", GLFW_KEY_DOWN); Settings::values.pad_sdown_key = sdl_config->GetInteger("Controls", "pad_sdown", SDL_SCANCODE_DOWN);
Settings::values.pad_sleft_key = glfw_config->GetInteger("Controls", "pad_sleft", GLFW_KEY_LEFT); Settings::values.pad_sleft_key = sdl_config->GetInteger("Controls", "pad_sleft", SDL_SCANCODE_LEFT);
Settings::values.pad_sright_key = glfw_config->GetInteger("Controls", "pad_sright", GLFW_KEY_RIGHT); Settings::values.pad_sright_key = sdl_config->GetInteger("Controls", "pad_sright", SDL_SCANCODE_RIGHT);
Settings::values.pad_cup_key = glfw_config->GetInteger("Controls", "pad_cup", GLFW_KEY_I); Settings::values.pad_cup_key = sdl_config->GetInteger("Controls", "pad_cup", SDL_SCANCODE_I);
Settings::values.pad_cdown_key = glfw_config->GetInteger("Controls", "pad_cdown", GLFW_KEY_K); Settings::values.pad_cdown_key = sdl_config->GetInteger("Controls", "pad_cdown", SDL_SCANCODE_K);
Settings::values.pad_cleft_key = glfw_config->GetInteger("Controls", "pad_cleft", GLFW_KEY_J); Settings::values.pad_cleft_key = sdl_config->GetInteger("Controls", "pad_cleft", SDL_SCANCODE_K);
Settings::values.pad_cright_key = glfw_config->GetInteger("Controls", "pad_cright", GLFW_KEY_L); Settings::values.pad_cright_key = sdl_config->GetInteger("Controls", "pad_cright", SDL_SCANCODE_L);
// Core // Core
<<<<<<< HEAD
Settings::values.frame_skip = glfw_config->GetInteger("Core", "frame_skip", 0); Settings::values.frame_skip = glfw_config->GetInteger("Core", "frame_skip", 0);
=======
Settings::values.gpu_refresh_rate = sdl_config->GetInteger("Core", "gpu_refresh_rate", 30);
Settings::values.frame_skip = sdl_config->GetInteger("Core", "frame_skip", 0);
>>>>>>> Have SDL2 as a project dependency
// Renderer // Renderer
Settings::values.use_hw_renderer = glfw_config->GetBoolean("Renderer", "use_hw_renderer", false); Settings::values.use_hw_renderer = sdl_config->GetBoolean("Renderer", "use_hw_renderer", true);
Settings::values.bg_red = (float)glfw_config->GetReal("Renderer", "bg_red", 1.0); Settings::values.bg_red = (float)sdl_config->GetReal("Renderer", "bg_red", 1.0);
Settings::values.bg_green = (float)glfw_config->GetReal("Renderer", "bg_green", 1.0); Settings::values.bg_green = (float)sdl_config->GetReal("Renderer", "bg_green", 1.0);
Settings::values.bg_blue = (float)glfw_config->GetReal("Renderer", "bg_blue", 1.0); Settings::values.bg_blue = (float)sdl_config->GetReal("Renderer", "bg_blue", 1.0);
// Data Storage // Data Storage
Settings::values.use_virtual_sd = glfw_config->GetBoolean("Data Storage", "use_virtual_sd", true); Settings::values.use_virtual_sd = sdl_config->GetBoolean("Data Storage", "use_virtual_sd", true);
// System Region // System Region
Settings::values.region_value = glfw_config->GetInteger("System Region", "region_value", 1); Settings::values.region_value = sdl_config->GetInteger("System Region", "region_value", 1);
// Miscellaneous // Miscellaneous
Settings::values.log_filter = glfw_config->Get("Miscellaneous", "log_filter", "*:Info"); Settings::values.log_filter = sdl_config->Get("Miscellaneous", "log_filter", "*:Info");
} }
void Config::Reload() { 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(); ReadValues();
} }
Config::~Config() { Config::~Config() {
delete glfw_config; delete sdl_config;
} }

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@ -11,8 +11,8 @@
#include "common/common_types.h" #include "common/common_types.h"
class Config { class Config {
INIReader* glfw_config; INIReader* sdl_config;
std::string glfw_config_loc; std::string sdl_config_loc;
bool LoadINI(INIReader* config, const char* location, const std::string& default_contents="", bool retry=true); bool LoadINI(INIReader* config, const char* location, const std::string& default_contents="", bool retry=true);
void ReadValues(); void ReadValues();

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@ -6,7 +6,7 @@
namespace DefaultINI { namespace DefaultINI {
const char* glfw_config_file = R"( const char* sdl_config_file = R"(
[Controls] [Controls]
pad_start = pad_start =
pad_select = pad_select =
@ -62,6 +62,11 @@ use_virtual_sd =
# 0: Japan, 1: USA (default), 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan # 0: Japan, 1: USA (default), 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
region_value = region_value =
[Input Backend]
# Input system Citra will use during emulation
# 0: Keyboard (default), 1: SDL2 (gamepad)
input_backend =
[Miscellaneous] [Miscellaneous]
# A filter which removes logs below a certain logging level. # A filter which removes logs below a certain logging level.
# Examples: *:Debug Kernel.SVC:Trace Service.*:Critical # Examples: *:Debug Kernel.SVC:Trace Service.*:Critical

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@ -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, &current_size.first, &current_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);
}

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@ -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);
}

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@ -4,14 +4,15 @@
#pragma once #pragma once
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include "common/emu_window.h" #include "common/emu_window.h"
struct GLFWwindow; class EmuWindow_SDL : public EmuWindow {
class EmuWindow_GLFW : public EmuWindow {
public: public:
EmuWindow_GLFW(); EmuWindow_SDL();
~EmuWindow_GLFW(); ~EmuWindow_SDL();
/// Swap buffers to display the next frame /// Swap buffers to display the next frame
void SwapBuffers() override; void SwapBuffers() override;
@ -22,30 +23,26 @@ public:
/// Makes the graphics context current for the caller thread /// Makes the graphics context current for the caller thread
void MakeCurrent() override; 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; 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 /// Whether the window is still open, and a close request hasn't yet been sent
const bool IsOpen(); 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; void ReloadSetKeymaps() override;
private: private:
void OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) override; 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 /// Device id of keyboard for use with KeyMap
int keyboard_id; int keyboard_id;