eden/src/yuzu_cmd/emu_window/emu_window_sdl2.h
lizzie 3ac9d65cdd
[yuzu_cmd] fix HFA Wpsabi warning on aarch64 (#2554)
Reviewed-on: #2554
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: crueter <crueter@eden-emu.dev>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2025-09-24 02:39:37 +02:00

101 lines
3.2 KiB
C++

// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: 2016 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <tuple>
#include <utility>
#include "core/frontend/emu_window.h"
#include "core/frontend/graphics_context.h"
struct SDL_Window;
namespace Core {
class System;
}
namespace InputCommon {
class InputSubsystem;
enum class MouseButton;
} // namespace InputCommon
class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
public:
explicit EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_);
~EmuWindow_SDL2();
/// Whether the window is still open, and a close request hasn't yet been sent
bool IsOpen() const;
/// Returns if window is shown (not minimized)
bool IsShown() const override;
/// Wait for the next event on the main thread.
void WaitEvent();
// Sets the window icon from yuzu.bmp
void SetWindowIcon();
protected:
/// Called by WaitEvent when a key is pressed or released.
void OnKeyEvent(int key, u8 state);
/// Converts a SDL mouse button into MouseInput mouse button
InputCommon::MouseButton SDLButtonToMouseButton(u32 button) const;
// Using std::pair<float,float> will invoke HFA miscompilation bug on g++10
// on newer versions it emits an annoying warning, so just not use an HFA
// https://stackoverflow.com/questions/77729813/parameter-passing-for-argument-when-c17-is-enabled-changed-to-match-c14
using FloatPairNonHFA = std::tuple<float, float, char>;
FloatPairNonHFA MouseToTouchPos(s32 touch_x, s32 touch_y) const;
/// Called by WaitEvent when a mouse button is pressed or released
void OnMouseButton(u32 button, u8 state, s32 x, s32 y);
/// Called by WaitEvent when the mouse moves.
void OnMouseMotion(s32 x, s32 y);
/// Called by WaitEvent when a finger starts touching the touchscreen
void OnFingerDown(float x, float y, std::size_t id);
/// Called by WaitEvent when a finger moves while touching the touchscreen
void OnFingerMotion(float x, float y, std::size_t id);
/// Called by WaitEvent when a finger stops touching the touchscreen
void OnFingerUp();
/// Called by WaitEvent when any event that may cause the window to be resized occurs
void OnResize();
/// Called when users want to hide the mouse cursor
void ShowCursor(bool show_cursor);
/// Called when user passes the fullscreen parameter flag
void Fullscreen();
/// Called when a configuration change affects the minimal size of the window
void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) override;
/// Is the window still open?
bool is_open = true;
/// Is the window being shown?
bool is_shown = true;
/// Internal SDL2 render window
SDL_Window* render_window{};
/// Keeps track of how often to update the title bar during gameplay
u32 last_time = 0;
/// Input subsystem to use with this window.
InputCommon::InputSubsystem* input_subsystem;
/// yuzu core instance
Core::System& system;
};
class DummyContext : public Core::Frontend::GraphicsContext {};