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2022-11-29video_core: add null backendLiam1-0/+2
2022-07-27chore: make yuzu REUSE compliantAndrea Pappacoda1-3/+2
[REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-06-14yuzu_cmd: Eliminate variable shadowingMorph1-1/+1
2022-03-20yuzu_cmd: Reduce unused includesameerj1-1/+0
2021-11-25yuzu_cmd: Use new inputgerman771-7/+4
2021-08-01yuzu-cmd: hide cursor when in fullscreensan1-0/+3
Exposed the SDL_ShowCursor function to EmuWindow baseclass. When creating the window (GL or VK) in fullscreen it now automatically hides the cursor.
2021-07-30emu_window: Remove global system instancelat9nq1-1/+4
It was just the one in emu_window_sdl2, but since _gl and _vk inherit from it, they all needed adjustments. Leaves just the one auto system& in main().
2021-04-23emu_window: unsigned -> u32Lioncash1-1/+1
This is more concise and consistent with the rest of the codebase.
2021-02-28inputCommon: Mouse fixesgerman771-0/+7
2021-02-14yuzu: Various frontend improvements to avoid crashes and improve experience on Linux.bunnei1-0/+3
2020-11-23Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main threadcomex1-10/+10
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.
2020-09-20renderer_opengl: Remove emulated mailbox presentationReinUsesLisp1-8/+1
Emulated mailbox presentation was causing performance issues on Nvidia's OpenGL driver. Remove it.
2020-08-27input_common: Eliminate most global stateLioncash1-1/+9
Abstracts most of the input mechanisms under an InputSubsystem class that is managed by the frontends, eliminating any static constructors and destructors. This gets rid of global accessor functions and also allows the frontends to have a more fine-grained control over the lifecycle of the input subsystem. This also makes it explicit which interfaces rely on the input subsystem instead of making it opaque in the interface functions. All that remains to migrate over is the factories, which can be done in a separate change.
2020-02-26frontend: sdl2: emu_window: Implement separate presentation thread.bunnei1-2/+12
2020-01-29yuzu: Implement Vulkan frontendReinUsesLisp1-0/+3
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing bits on Vulkan initialization.
2019-09-22Add FPS to SDL title barjroweboy1-0/+3
Also fix a small issue with incorrect shutdown ordering in SDL. Previously the system would still be running so the telemetry task didn't launch and detached_tasks would assert(count == 0)
2019-05-26emu_window: Pass OnMinimalClientAreaChangeRequest argument by copyReinUsesLisp1-2/+1
There's no performance improvement in passing an unsigned pair by reference.
2019-05-25yuzu_cmd: Split emu_window OpenGL implementation into its own fileReinUsesLisp1-19/+4
2019-01-22SDL Frontend: Add shared context supportJames Rowe1-0/+2
2018-10-09implemented touch in Qt and SDLNeatNit1-0/+12
change TouchToPixelPos to return std::pair<int, int> static_cast (SDL) various minor style and code improvements style - PascalCase for function names made touch events private const pointer arg in touch events make TouchToPixelPos a const member function did I do this right? braces on barely-multiline if remove question comment (confirmed in Discord) fixed consts remove unused parameter from TouchEndEvent DRY - High-DPI scaled touch put in separate function also fixes a bug where if you start touching (with either mouse or touchscreen) and drag the mouse to the LEFT of the emulator window, the touch point jumps to the RIGHT side of the touchscreen; draggin to above the window would make it jump to the bottom. implicit conversion from QPoint to QPointF, apparently I have no idea what const even means but I'll put it here anyway remove unused or used-once variables make touch scaling functions const, and put their implementations together removed unused FingerID parameters QTouchEvent forward declaration; add comment to TouchBegin that was lost in an edit better DRY in SDL To do -> TODO(NeatNit) remove unused include
2018-08-12core: Namespace EmuWindowLioncash1-1/+1
Gets the class out of the global namespace.
2018-06-04sdl: add check for GL extension supportBreadFish641-0/+3
2018-04-21SDL2: Implement fullscreen. (Original PR: citra-emu/citra#3607)adityaruplaha1-1/+4
2018-01-13Massive removal of unused modulesJames Rowe1-0/+0
2017-08-11move MotionEmu from core/frontend to input_common as a InputDevicewwylele1-4/+0
2017-03-01InputCommon: add Keyboardwwylele1-6/+0
2016-12-26Frontend: emulate motion sensorwwylele1-0/+5
2016-12-23core: Move emu_window and key_map into coreMerryMage1-1/+1
* Removes circular dependences (common should not depend on core)
2016-09-21Remove empty newlines in #include blocks.Emmanuel Gil Peyrot1-1/+0
This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
2016-09-19Manually tweak source formatting and then re-run clang-formatYuri Kunde Schlesner1-2/+2
2016-09-18Sources: Run clang-format on everything.Emmanuel Gil Peyrot1-2/+3
2016-03-02Dependencies: Remove GLFW, Add SDL2MerryMage1-0/+64
citra: Remove GLFW, Add SDL2 FindSDL2: Do not CACHE SDL2_* variables if library is not found EmuWindow_SDL2: Set minimal client area at initialisation time EmuWindow_SDL2: Corrections EmuWindow_SDL2: Fix no decorations on startup on OS X cmake: windows_copy_files