yuzu/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp
san 583a10fded
yuzu-cmd: Fullscreen Improvements (#6656)
* emu_window_sdl2_vk: Use the generated SDL config

On Linux, due to the way we include SDL2 as a submodule, it makes it
difficult for us to specify which SDL_config.h we intended to include.
Before, CMake would default to the dummy one included with SDL and
ignore the generated one.

This tells CMake to use the generated one. In addition, we define
USING_GENERATED_CONFIG_H to throw an error in case the dummy config is
used by accident. Fixes Vulkan not working on Linux yuzu-cmd.

* emu_window_sdl2_vk: Specify the window manager if it should be supported

The original language "not implemented" is wrong if the implementation
exists but is not compiled. This causes a bit of a debugging headache
when it goes wrong. Log it if the window manager is known before
exiting.

* sdl_impl, emu_window: Remove clang ignore

Fixed upstream by
libsdl-org/SDL@25fc40b0bd

* Enable fullscreen support for Vulkan on yuzu-cmd

Hooked up the existing SDL2 logic for fullscreen support in the Vulkan window of yuzu-cmd.

* Change fullscreen logic to attempt desktop resolution first on yuzu-cmd

Changed the order in which we attempt to switch to fullscreen. First try desktop resolution first, if it fails fall back to streched fullscreen using windowed resolution.

Co-authored-by: lat9nq <22451773+lat9nq@users.noreply.github.com>
Co-authored-by: san <san+gitkraken@smederijmerlijn.nl>
2021-07-21 11:56:42 -07:00

236 lines
7.3 KiB
C++

// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <SDL.h>
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "core/core.h"
#include "core/perf_stats.h"
#include "input_common/keyboard.h"
#include "input_common/main.h"
#include "input_common/mouse/mouse_input.h"
#include "input_common/sdl/sdl.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
#include "yuzu_cmd/yuzu_icon.h"
EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_)
: input_subsystem{input_subsystem_} {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
exit(1);
}
input_subsystem->Initialize();
SDL_SetMainReady();
}
EmuWindow_SDL2::~EmuWindow_SDL2() {
input_subsystem->Shutdown();
SDL_Quit();
}
void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0), 0);
input_subsystem->GetMouse()->MouseMove(x, y, 0, 0);
}
MouseInput::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
switch (button) {
case SDL_BUTTON_LEFT:
return MouseInput::MouseButton::Left;
case SDL_BUTTON_RIGHT:
return MouseInput::MouseButton::Right;
case SDL_BUTTON_MIDDLE:
return MouseInput::MouseButton::Wheel;
case SDL_BUTTON_X1:
return MouseInput::MouseButton::Backward;
case SDL_BUTTON_X2:
return MouseInput::MouseButton::Forward;
default:
return MouseInput::MouseButton::Undefined;
}
}
void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
const auto mouse_button = SDLButtonToMouseButton(button);
if (button == SDL_BUTTON_LEFT) {
if (state == SDL_PRESSED) {
TouchPressed((unsigned)std::max(x, 0), (unsigned)std::max(y, 0), 0);
} else {
TouchReleased(0);
}
} else {
if (state == SDL_PRESSED) {
input_subsystem->GetMouse()->PressButton(x, y, mouse_button);
} else {
input_subsystem->GetMouse()->ReleaseButton(mouse_button);
}
}
}
std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, float touch_y) const {
int w, h;
SDL_GetWindowSize(render_window, &w, &h);
touch_x *= w;
touch_y *= h;
return {static_cast<unsigned>(std::max(std::round(touch_x), 0.0f)),
static_cast<unsigned>(std::max(std::round(touch_y), 0.0f))};
}
void EmuWindow_SDL2::OnFingerDown(float x, float y) {
// TODO(NeatNit): keep track of multitouch using the fingerID and a dictionary of some kind
// This isn't critical because the best we can do when we have that is to average them, like the
// 3DS does
const auto [px, py] = TouchToPixelPos(x, y);
TouchPressed(px, py, 0);
}
void EmuWindow_SDL2::OnFingerMotion(float x, float y) {
const auto [px, py] = TouchToPixelPos(x, y);
TouchMoved(px, py, 0);
}
void EmuWindow_SDL2::OnFingerUp() {
TouchReleased(0);
}
void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
if (state == SDL_PRESSED) {
input_subsystem->GetKeyboard()->PressKey(key);
} else if (state == SDL_RELEASED) {
input_subsystem->GetKeyboard()->ReleaseKey(key);
}
}
bool EmuWindow_SDL2::IsOpen() const {
return is_open;
}
bool EmuWindow_SDL2::IsShown() const {
return is_shown;
}
void EmuWindow_SDL2::OnResize() {
int width, height;
SDL_GetWindowSize(render_window, &width, &height);
UpdateCurrentFramebufferLayout(width, height);
}
void EmuWindow_SDL2::Fullscreen() {
// Try a different fullscreening method
LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
return;
}
LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError());
if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) {
return;
}
LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());
// Fallback algorithm: Maximise window.
// Works on all systems (unless something is seriously wrong), so no fallback for this one.
LOG_INFO(Frontend, "Falling back on a maximised window...");
SDL_MaximizeWindow(render_window);
}
void EmuWindow_SDL2::WaitEvent() {
// Called on main thread
SDL_Event event;
if (!SDL_WaitEvent(&event)) {
LOG_CRITICAL(Frontend, "SDL_WaitEvent failed: {}", SDL_GetError());
exit(1);
}
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
OnResize();
break;
case SDL_WINDOWEVENT_MINIMIZED:
case SDL_WINDOWEVENT_EXPOSED:
is_shown = event.window.event == SDL_WINDOWEVENT_EXPOSED;
OnResize();
break;
case SDL_WINDOWEVENT_CLOSE:
is_open = false;
break;
}
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state);
break;
case SDL_MOUSEMOTION:
// ignore if it came from touch
if (event.button.which != SDL_TOUCH_MOUSEID)
OnMouseMotion(event.motion.x, event.motion.y);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
// ignore if it came from touch
if (event.button.which != SDL_TOUCH_MOUSEID) {
OnMouseButton(event.button.button, event.button.state, event.button.x, event.button.y);
}
break;
case SDL_FINGERDOWN:
OnFingerDown(event.tfinger.x, event.tfinger.y);
break;
case SDL_FINGERMOTION:
OnFingerMotion(event.tfinger.x, event.tfinger.y);
break;
case SDL_FINGERUP:
OnFingerUp();
break;
case SDL_QUIT:
is_open = false;
break;
default:
break;
}
const u32 current_time = SDL_GetTicks();
if (current_time > last_time + 2000) {
const auto results = Core::System::GetInstance().GetAndResetPerfStats();
const auto title =
fmt::format("yuzu {} | {}-{} | FPS: {:.0f} ({:.0f}%)", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc, results.average_game_fps,
results.emulation_speed * 100.0);
SDL_SetWindowTitle(render_window, title.c_str());
last_time = current_time;
}
}
void EmuWindow_SDL2::SetWindowIcon() {
SDL_RWops* const yuzu_icon_stream = SDL_RWFromConstMem((void*)yuzu_icon, yuzu_icon_size);
if (yuzu_icon_stream == nullptr) {
LOG_WARNING(Frontend, "Failed to create yuzu icon stream.");
return;
}
SDL_Surface* const window_icon = SDL_LoadBMP_RW(yuzu_icon_stream, 1);
if (window_icon == nullptr) {
LOG_WARNING(Frontend, "Failed to read BMP from stream.");
return;
}
// The icon is attached to the window pointer
SDL_SetWindowIcon(render_window, window_icon);
SDL_FreeSurface(window_icon);
}
void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
}