forked from eden-emu/eden
windowing and input stuff
This commit is contained in:
parent
e9ebdf02f4
commit
dd1f699d9d
9 changed files with 139 additions and 160 deletions
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@ -4,7 +4,8 @@
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_mouse.h>
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#include "common/logging/log.h"
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#include "common/scm_rev.h"
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#include "common/settings.h"
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@ -18,23 +19,23 @@
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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#include "yuzu_cmd/yuzu_icon.h"
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EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_)
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EmuWindow_SDL3::EmuWindow_SDL3(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_)
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: input_subsystem{input_subsystem_}, system{system_} {
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input_subsystem->Initialize();
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD) < 0) {
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LOG_CRITICAL(Frontend, "Failed to initialize SDL2: {}, Exiting...", SDL_GetError());
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD)) {
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LOG_CRITICAL(Frontend, "Failed to initialize SDL3: {}, Exiting...", SDL_GetError());
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exit(1);
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}
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SDL_SetMainReady();
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}
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EmuWindow_SDL2::~EmuWindow_SDL2() {
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EmuWindow_SDL3::~EmuWindow_SDL3() {
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system.HIDCore().UnloadInputDevices();
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input_subsystem->Shutdown();
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SDL_Quit();
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}
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InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
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InputCommon::MouseButton EmuWindow_SDL3::SDLButtonToMouseButton(u32 button) const {
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switch (button) {
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case SDL_BUTTON_LEFT:
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return InputCommon::MouseButton::Left;
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@ -52,21 +53,17 @@ InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) cons
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}
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/// @brief Translates pixel position to float position
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EmuWindow_SDL2::FloatPairNonHFA EmuWindow_SDL2::MouseToTouchPos(s32 touch_x, s32 touch_y) const {
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EmuWindow_SDL3::FloatPairNonHFA EmuWindow_SDL3::MouseToTouchPos(s32 touch_x, s32 touch_y) const {
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int w = 0, h = 0;
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SDL_GetWindowSize(render_window, &w, &h);
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const float fx = float(touch_x) / w;
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const float fy = float(touch_y) / h;
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return {
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std::clamp<float>(fx, 0.0f, 1.0f),
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std::clamp<float>(fy, 0.0f, 1.0f),
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0
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};
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return {std::clamp<float>(fx, 0.0f, 1.0f), std::clamp<float>(fy, 0.0f, 1.0f), 0};
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}
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void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
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void EmuWindow_SDL3::OnMouseButton(u32 button, bool pressed, s32 x, s32 y) {
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const auto mouse_button = SDLButtonToMouseButton(button);
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if (state == SDL_PRESSED) {
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if (pressed) {
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auto const [touch_x, touch_y, _] = MouseToTouchPos(x, y);
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input_subsystem->GetMouse()->PressButton(x, y, mouse_button);
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input_subsystem->GetMouse()->PressMouseButton(mouse_button);
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@ -76,64 +73,65 @@ void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
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}
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}
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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void EmuWindow_SDL3::OnMouseMotion(s32 x, s32 y) {
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auto const [touch_x, touch_y, _] = MouseToTouchPos(x, y);
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input_subsystem->GetMouse()->Move(x, y, 0, 0);
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input_subsystem->GetMouse()->MouseMove(touch_x, touch_y);
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input_subsystem->GetMouse()->TouchMove(touch_x, touch_y);
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}
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void EmuWindow_SDL2::OnFingerDown(float x, float y, std::size_t id) {
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void EmuWindow_SDL3::OnFingerDown(float x, float y, std::size_t id) {
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input_subsystem->GetTouchScreen()->TouchPressed(x, y, id);
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}
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void EmuWindow_SDL2::OnFingerMotion(float x, float y, std::size_t id) {
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void EmuWindow_SDL3::OnFingerMotion(float x, float y, std::size_t id) {
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input_subsystem->GetTouchScreen()->TouchMoved(x, y, id);
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}
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void EmuWindow_SDL2::OnFingerUp() {
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void EmuWindow_SDL3::OnFingerUp() {
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input_subsystem->GetTouchScreen()->ReleaseAllTouch();
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}
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void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
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if (state == SDL_PRESSED) {
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void EmuWindow_SDL3::OnKeyEvent(int key, bool pressed) {
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if (pressed) {
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input_subsystem->GetKeyboard()->PressKey(static_cast<std::size_t>(key));
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} else if (state == SDL_RELEASED) {
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} else {
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input_subsystem->GetKeyboard()->ReleaseKey(static_cast<std::size_t>(key));
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}
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}
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bool EmuWindow_SDL2::IsOpen() const {
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bool EmuWindow_SDL3::IsOpen() const {
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return is_open;
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}
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bool EmuWindow_SDL2::IsShown() const {
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bool EmuWindow_SDL3::IsShown() const {
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return is_shown;
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}
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void EmuWindow_SDL2::OnResize() {
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void EmuWindow_SDL3::OnResize() {
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int width, height;
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SDL_GL_GetDrawableSize(render_window, &width, &height);
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SDL_GetWindowSizeInPixels(render_window, &width, &height);
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UpdateCurrentFramebufferLayout(width, height);
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}
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void EmuWindow_SDL2::ShowCursor(bool show_cursor) {
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SDL_ShowCursor(show_cursor ? SDL_ENABLE : SDL_DISABLE);
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void EmuWindow_SDL3::ShowCursor(bool show_cursor) {
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show_cursor ? SDL_ShowCursor() : SDL_HideCursor();
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}
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void EmuWindow_SDL2::Fullscreen() {
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SDL_DisplayMode display_mode;
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void EmuWindow_SDL3::Fullscreen() {
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const SDL_DisplayMode* display_mode;
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switch (Settings::values.fullscreen_mode.GetValue()) {
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case Settings::FullscreenMode::Exclusive:
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// Set window size to render size before entering fullscreen -- SDL2 does not resize window
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// Set window size to render size before entering fullscreen -- SDL3 does not resize window
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// to display dimensions automatically in this mode.
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if (SDL_GetDesktopDisplayMode(0, &display_mode) == 0) {
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SDL_SetWindowSize(render_window, display_mode.w, display_mode.h);
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display_mode = SDL_GetDesktopDisplayMode(0);
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if (display_mode) {
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SDL_SetWindowSize(render_window, display_mode->w, display_mode->h);
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} else {
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LOG_ERROR(Frontend, "SDL_GetDesktopDisplayMode failed: {}", SDL_GetError());
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}
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) {
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN)) {
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return;
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}
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@ -141,7 +139,7 @@ void EmuWindow_SDL2::Fullscreen() {
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LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
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[[fallthrough]];
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case Settings::FullscreenMode::Borderless:
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
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if (SDL_SetWindowFullscreen(render_window, true)) {
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return;
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}
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@ -156,11 +154,13 @@ void EmuWindow_SDL2::Fullscreen() {
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}
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}
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void EmuWindow_SDL2::WaitEvent() {
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void EmuWindow_SDL3::WaitEvent() {
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// Called on main thread
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SDL_Event event;
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if (!SDL_WaitEvent(&event)) {
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if (SDL_WaitEvent(&event)) {
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// Event received successfully
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} else {
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const char* error = SDL_GetError();
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if (!error || strcmp(error, "") == 0) {
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// https://github.com/libsdl-org/SDL/issues/5780
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@ -174,27 +174,23 @@ void EmuWindow_SDL2::WaitEvent() {
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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_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
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case SDL_EVENT_WINDOW_RESIZED:
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case SDL_EVENT_WINDOW_MAXIMIZED:
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case SDL_EVENT_WINDOW_RESTORED:
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OnResize();
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break;
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case SDL_EVENT_WINDOW_MINIMIZED:
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case SDL_EVENT_WINDOW_EXPOSED:
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is_shown = event.window.event == SDL_EVENT_WINDOW_EXPOSED;
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OnResize();
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break;
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case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
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is_open = false;
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break;
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}
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case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
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case SDL_EVENT_WINDOW_RESIZED:
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case SDL_EVENT_WINDOW_MAXIMIZED:
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case SDL_EVENT_WINDOW_RESTORED:
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OnResize();
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break;
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case SDL_EVENT_WINDOW_MINIMIZED:
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case SDL_EVENT_WINDOW_EXPOSED:
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is_shown = event.type == SDL_EVENT_WINDOW_EXPOSED;
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OnResize();
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break;
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case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
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is_open = false;
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break;
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state);
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OnKeyEvent(static_cast<int>(event.key.scancode), event.type == SDL_EVENT_KEY_DOWN);
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break;
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case SDL_EVENT_MOUSE_MOTION:
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// ignore if it came from touch
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case SDL_EVENT_MOUSE_BUTTON_UP:
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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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OnMouseButton(event.button.button, event.type == SDL_EVENT_MOUSE_BUTTON_DOWN,
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event.button.x, event.button.y);
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}
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break;
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case SDL_EVENT_FINGER_DOWN:
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OnFingerDown(event.tfinger.x, event.tfinger.y,
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static_cast<std::size_t>(event.tfinger.touchId));
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static_cast<std::size_t>(event.tfinger.touchID));
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break;
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case SDL_EVENT_FINGER_MOTION:
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OnFingerMotion(event.tfinger.x, event.tfinger.y,
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static_cast<std::size_t>(event.tfinger.touchId));
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static_cast<std::size_t>(event.tfinger.touchID));
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break;
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case SDL_EVENT_FINGER_UP:
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OnFingerUp();
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}
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// Credits to Samantas5855 and others for this function.
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void EmuWindow_SDL2::SetWindowIcon() {
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void EmuWindow_SDL3::SetWindowIcon() {
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SDL_IOStream* const yuzu_icon_stream = SDL_IOFromConstMem((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 Eden icon stream.");
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SDL_DestroySurface(window_icon);
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}
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void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
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void EmuWindow_SDL3::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
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SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
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}
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