forked from eden-emu/eden
windowing and input stuff
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parent
e9ebdf02f4
commit
dd1f699d9d
9 changed files with 139 additions and 160 deletions
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@ -4,7 +4,6 @@
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// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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#include <cstdlib>
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#include <string>
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@ -16,7 +15,6 @@
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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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#include "common/string_util.h"
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#include "core/core.h"
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#include "input_common/main.h"
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#include "video_core/renderer_base.h"
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@ -58,7 +56,7 @@ private:
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bool is_current = false;
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};
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bool EmuWindow_SDL2_GL::SupportsRequiredGLExtensions() {
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bool EmuWindow_SDL3_GL::SupportsRequiredGLExtensions() {
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std::vector<std::string_view> unsupported_ext;
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// Extensions required to support some texture formats.
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@ -76,9 +74,9 @@ bool EmuWindow_SDL2_GL::SupportsRequiredGLExtensions() {
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return unsupported_ext.empty();
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}
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EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsystem_,
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EmuWindow_SDL3_GL::EmuWindow_SDL3_GL(InputCommon::InputSubsystem* input_subsystem_,
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Core::System& system_, bool fullscreen)
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: EmuWindow_SDL2{input_subsystem_, system_} {
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: EmuWindow_SDL3{input_subsystem_, system_} {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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@ -95,15 +93,12 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsyste
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std::string window_title = fmt::format("{} | {}-{}", Common::g_build_fullname,
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Common::g_scm_branch, Common::g_scm_desc);
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render_window =
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SDL_CreateWindow(window_title.c_str(),
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SDL_WINDOWPOS_UNDEFINED, // x position
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SDL_WINDOWPOS_UNDEFINED, // y position
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Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
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render_window = SDL_CreateWindow(
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window_title.c_str(), Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
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if (render_window == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 window! {}", SDL_GetError());
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LOG_CRITICAL(Frontend, "Failed to create SDL3 window! {}", SDL_GetError());
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exit(1);
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}
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@ -120,15 +115,17 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsyste
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core_context = CreateSharedContext();
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if (window_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
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LOG_CRITICAL(Frontend, "Failed to create SDL3 GL context: {}", SDL_GetError());
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exit(1);
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}
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if (core_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
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LOG_CRITICAL(Frontend, "Failed to create shared SDL3 GL context: {}", SDL_GetError());
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exit(1);
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}
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if (!gladLoadGLLoader(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
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if (!gladLoadGLLoader([](const char* name) -> void* {
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return reinterpret_cast<void*>(SDL_GL_GetProcAddress(name));
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})) {
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LOG_CRITICAL(Frontend, "Failed to initialize GL functions! {}", SDL_GetError());
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exit(1);
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}
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@ -146,11 +143,11 @@ EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsyste
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Settings::LogSettings();
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}
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EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
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EmuWindow_SDL3_GL::~EmuWindow_SDL3_GL() {
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core_context.reset();
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SDL_GL_DestroyContext(window_context);
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}
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std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const {
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std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL3_GL::CreateSharedContext() const {
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return std::make_unique<SDLGLContext>(render_window);
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}
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