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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#include <SDL.h>
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#include "common/logging/log.h"
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2019-09-22 13:40:57 +00:00
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#include "common/scm_rev.h"
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#include "core/core.h"
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2019-10-04 22:14:11 +00:00
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#include "core/perf_stats.h"
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2017-01-21 09:53:03 +00:00
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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2020-11-18 04:55:09 +00:00
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#include "input_common/mouse/mouse_input.h"
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2018-09-11 01:29:59 +00:00
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#include "input_common/sdl/sdl.h"
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2018-01-12 03:38:17 +00:00
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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2021-02-14 08:20:41 +00:00
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#include "yuzu_cmd/yuzu_icon.h"
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2018-01-12 03:38:17 +00:00
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2020-09-19 20:15:02 +00:00
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EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_)
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: input_subsystem{input_subsystem_} {
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2019-05-25 20:47:13 +00:00
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
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LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
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exit(1);
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2019-01-12 06:03:52 +00:00
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}
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2020-08-27 19:16:47 +00:00
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input_subsystem->Initialize();
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2019-05-25 20:47:13 +00:00
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SDL_SetMainReady();
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}
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2019-01-12 06:03:52 +00:00
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2019-05-25 20:47:13 +00:00
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EmuWindow_SDL2::~EmuWindow_SDL2() {
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2020-08-27 19:16:47 +00:00
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input_subsystem->Shutdown();
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2019-05-25 20:47:13 +00:00
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SDL_Quit();
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}
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2019-01-12 06:03:52 +00:00
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2016-03-01 17:24:18 +00:00
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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2021-01-03 04:04:50 +00:00
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TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0), 0);
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2021-02-03 18:34:25 +00:00
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input_subsystem->GetMouse()->MouseMove(x, y, 0, 0);
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2016-03-01 17:24:18 +00:00
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}
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2021-02-24 02:39:02 +00:00
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MouseInput::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
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switch (button) {
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case SDL_BUTTON_LEFT:
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return MouseInput::MouseButton::Left;
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case SDL_BUTTON_RIGHT:
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return MouseInput::MouseButton::Right;
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case SDL_BUTTON_MIDDLE:
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return MouseInput::MouseButton::Wheel;
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case SDL_BUTTON_X1:
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return MouseInput::MouseButton::Backward;
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case SDL_BUTTON_X2:
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return MouseInput::MouseButton::Forward;
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default:
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return MouseInput::MouseButton::Undefined;
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}
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}
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2016-03-01 17:24:18 +00:00
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void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
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2021-02-24 02:39:02 +00:00
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const auto mouse_button = SDLButtonToMouseButton(button);
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2016-12-11 21:32:41 +00:00
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if (button == SDL_BUTTON_LEFT) {
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if (state == SDL_PRESSED) {
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2021-01-03 04:04:50 +00:00
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TouchPressed((unsigned)std::max(x, 0), (unsigned)std::max(y, 0), 0);
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2016-12-11 21:32:41 +00:00
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} else {
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2021-01-03 04:04:50 +00:00
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TouchReleased(0);
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2016-12-11 21:32:41 +00:00
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}
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2021-02-24 02:39:02 +00:00
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} else {
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2016-12-11 21:32:41 +00:00
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if (state == SDL_PRESSED) {
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2021-02-24 02:39:02 +00:00
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input_subsystem->GetMouse()->PressButton(x, y, mouse_button);
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2016-12-11 21:32:41 +00:00
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} else {
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2021-02-24 02:39:02 +00:00
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input_subsystem->GetMouse()->ReleaseButton(mouse_button);
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2016-12-11 21:32:41 +00:00
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}
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2016-03-01 17:24:18 +00:00
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}
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}
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2018-10-01 19:42:49 +00:00
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std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, float touch_y) const {
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int w, h;
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SDL_GetWindowSize(render_window, &w, &h);
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touch_x *= w;
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touch_y *= h;
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return {static_cast<unsigned>(std::max(std::round(touch_x), 0.0f)),
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static_cast<unsigned>(std::max(std::round(touch_y), 0.0f))};
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}
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void EmuWindow_SDL2::OnFingerDown(float x, float y) {
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// TODO(NeatNit): keep track of multitouch using the fingerID and a dictionary of some kind
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// This isn't critical because the best we can do when we have that is to average them, like the
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// 3DS does
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const auto [px, py] = TouchToPixelPos(x, y);
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2021-01-03 04:04:50 +00:00
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TouchPressed(px, py, 0);
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2018-10-01 19:42:49 +00:00
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}
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void EmuWindow_SDL2::OnFingerMotion(float x, float y) {
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const auto [px, py] = TouchToPixelPos(x, y);
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2021-01-03 04:04:50 +00:00
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TouchMoved(px, py, 0);
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2018-10-01 19:42:49 +00:00
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}
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void EmuWindow_SDL2::OnFingerUp() {
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2021-01-03 04:04:50 +00:00
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TouchReleased(0);
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2018-10-01 19:42:49 +00:00
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}
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2016-03-01 17:24:18 +00:00
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void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
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if (state == SDL_PRESSED) {
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2020-08-27 19:16:47 +00:00
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input_subsystem->GetKeyboard()->PressKey(key);
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2016-03-01 17:24:18 +00:00
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} else if (state == SDL_RELEASED) {
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2020-08-27 19:16:47 +00:00
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input_subsystem->GetKeyboard()->ReleaseKey(key);
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2016-03-01 17:24:18 +00:00
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}
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}
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bool EmuWindow_SDL2::IsOpen() const {
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return is_open;
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}
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2020-01-21 19:40:53 +00:00
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bool EmuWindow_SDL2::IsShown() const {
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return is_shown;
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}
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2016-03-01 17:24:18 +00:00
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void EmuWindow_SDL2::OnResize() {
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int width, height;
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SDL_GetWindowSize(render_window, &width, &height);
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2016-05-03 06:07:17 +00:00
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UpdateCurrentFramebufferLayout(width, height);
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2016-03-01 17:24:18 +00:00
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}
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2018-04-21 07:52:34 +00:00
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void EmuWindow_SDL2::Fullscreen() {
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) {
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return;
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}
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2018-07-02 16:13:26 +00:00
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LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());
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2018-04-21 07:52:34 +00:00
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// Try a different fullscreening method
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2018-07-02 16:13:26 +00:00
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LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
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2018-04-21 07:52:34 +00:00
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
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return;
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}
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2018-07-02 16:13:26 +00:00
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LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError());
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2018-04-21 07:52:34 +00:00
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// Fallback algorithm: Maximise window.
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// Works on all systems (unless something is seriously wrong), so no fallback for this one.
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2018-07-02 16:13:26 +00:00
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LOG_INFO(Frontend, "Falling back on a maximised window...");
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2018-04-21 07:52:34 +00:00
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SDL_MaximizeWindow(render_window);
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}
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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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void EmuWindow_SDL2::WaitEvent() {
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// Called on main thread
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2016-03-01 17:24:18 +00:00
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SDL_Event event;
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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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if (!SDL_WaitEvent(&event)) {
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LOG_CRITICAL(Frontend, "SDL_WaitEvent failed: {}", SDL_GetError());
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exit(1);
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}
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switch (event.type) {
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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case SDL_WINDOWEVENT_RESIZED:
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case SDL_WINDOWEVENT_MAXIMIZED:
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case SDL_WINDOWEVENT_RESTORED:
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OnResize();
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2018-10-01 19:42:49 +00:00
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break;
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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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case SDL_WINDOWEVENT_MINIMIZED:
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case SDL_WINDOWEVENT_EXPOSED:
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is_shown = event.window.event == SDL_WINDOWEVENT_EXPOSED;
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OnResize();
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2016-03-01 17:24:18 +00:00
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break;
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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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case SDL_WINDOWEVENT_CLOSE:
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2016-03-01 17:24:18 +00:00
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is_open = false;
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break;
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}
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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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break;
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state);
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break;
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case SDL_MOUSEMOTION:
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// ignore if it came from touch
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if (event.button.which != SDL_TOUCH_MOUSEID)
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OnMouseMotion(event.motion.x, event.motion.y);
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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// ignore if it came from touch
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if (event.button.which != SDL_TOUCH_MOUSEID) {
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OnMouseButton(event.button.button, event.button.state, event.button.x, event.button.y);
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}
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break;
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case SDL_FINGERDOWN:
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OnFingerDown(event.tfinger.x, event.tfinger.y);
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break;
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case SDL_FINGERMOTION:
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OnFingerMotion(event.tfinger.x, event.tfinger.y);
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break;
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case SDL_FINGERUP:
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OnFingerUp();
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break;
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case SDL_QUIT:
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is_open = false;
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break;
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default:
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break;
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2016-03-01 17:24:18 +00:00
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}
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2019-09-22 13:40:57 +00:00
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const u32 current_time = SDL_GetTicks();
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if (current_time > last_time + 2000) {
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const auto results = Core::System::GetInstance().GetAndResetPerfStats();
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2020-04-23 01:46:30 +00:00
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const auto title =
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fmt::format("yuzu {} | {}-{} | FPS: {:.0f} ({:.0f}%)", Common::g_build_fullname,
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Common::g_scm_branch, Common::g_scm_desc, results.game_fps,
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results.emulation_speed * 100.0);
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2019-09-22 13:40:57 +00:00
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SDL_SetWindowTitle(render_window, title.c_str());
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last_time = current_time;
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}
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2016-03-01 17:24:18 +00:00
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}
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2021-02-14 08:20:41 +00:00
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void EmuWindow_SDL2::SetWindowIcon() {
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SDL_RWops* const yuzu_icon_stream = SDL_RWFromConstMem((void*)yuzu_icon, yuzu_icon_size);
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if (yuzu_icon_stream == nullptr) {
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LOG_WARNING(Frontend, "Failed to create yuzu icon stream.");
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return;
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}
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SDL_Surface* const window_icon = SDL_LoadBMP_RW(yuzu_icon_stream, 1);
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if (window_icon == nullptr) {
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LOG_WARNING(Frontend, "Failed to read BMP from stream.");
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return;
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}
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// The icon is attached to the window pointer
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SDL_SetWindowIcon(render_window, window_icon);
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SDL_FreeSurface(window_icon);
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}
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2019-05-25 20:50:20 +00:00
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void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<unsigned, unsigned> minimal_size) {
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2016-03-01 17:24:18 +00:00
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SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
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}
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