2016-03-01 17:24:18 +00:00
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// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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2016-12-11 21:32:41 +00:00
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#include <memory>
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2016-03-01 17:24:18 +00:00
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#include <utility>
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2016-12-23 13:37:40 +00:00
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#include "core/frontend/emu_window.h"
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2016-03-01 17:24:18 +00:00
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struct SDL_Window;
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2020-02-17 20:35:14 +00:00
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namespace Core {
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class System;
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}
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2020-08-27 19:16:47 +00:00
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namespace InputCommon {
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class InputSubsystem;
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}
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2018-08-12 00:20:19 +00:00
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class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
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2016-03-01 17:24:18 +00:00
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public:
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2020-09-19 20:15:02 +00:00
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explicit EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem);
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2016-03-01 17:24:18 +00:00
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~EmuWindow_SDL2();
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/// Whether the window is still open, and a close request hasn't yet been sent
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bool IsOpen() const;
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2020-01-21 19:40:53 +00:00
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/// Returns if window is shown (not minimized)
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bool IsShown() const override;
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Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
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/// Wait for the next event on the main thread.
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void WaitEvent();
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2019-05-25 20:47:13 +00:00
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protected:
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Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
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/// Called by WaitEvent when a key is pressed or released.
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2016-03-01 17:24:18 +00:00
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void OnKeyEvent(int key, u8 state);
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Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
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/// Called by WaitEvent when the mouse moves.
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2016-03-01 17:24:18 +00:00
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void OnMouseMotion(s32 x, s32 y);
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Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
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/// Called by WaitEvent when a mouse button is pressed or released
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2016-03-01 17:24:18 +00:00
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void OnMouseButton(u32 button, u8 state, s32 x, s32 y);
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2018-10-01 19:42:49 +00:00
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/// Translates pixel position (0..1) to pixel positions
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std::pair<unsigned, unsigned> TouchToPixelPos(float touch_x, float touch_y) const;
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Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
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/// Called by WaitEvent when a finger starts touching the touchscreen
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2018-10-01 19:42:49 +00:00
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void OnFingerDown(float x, float y);
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Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
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/// Called by WaitEvent when a finger moves while touching the touchscreen
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2018-10-01 19:42:49 +00:00
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void OnFingerMotion(float x, float y);
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Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
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/// Called by WaitEvent when a finger stops touching the touchscreen
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2018-10-01 19:42:49 +00:00
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void OnFingerUp();
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Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
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/// Called by WaitEvent when any event that may cause the window to be resized occurs
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2016-03-01 17:24:18 +00:00
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void OnResize();
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2018-04-21 07:52:34 +00:00
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/// Called when user passes the fullscreen parameter flag
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void Fullscreen();
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2016-03-01 17:24:18 +00:00
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/// Called when a configuration change affects the minimal size of the window
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2019-05-25 20:50:20 +00:00
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void OnMinimalClientAreaChangeRequest(std::pair<unsigned, unsigned> minimal_size) override;
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2016-03-01 17:24:18 +00:00
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/// Is the window still open?
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bool is_open = true;
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2019-05-25 20:47:13 +00:00
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/// Is the window being shown?
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bool is_shown = true;
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2016-03-01 17:24:18 +00:00
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/// Internal SDL2 render window
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2020-02-17 20:35:14 +00:00
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SDL_Window* render_window{};
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2019-09-22 13:40:57 +00:00
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/// Keeps track of how often to update the title bar during gameplay
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u32 last_time = 0;
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2020-08-27 19:16:47 +00:00
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/// Input subsystem to use with this window.
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InputCommon::InputSubsystem* input_subsystem;
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2016-03-01 17:24:18 +00:00
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};
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