// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "common/common.h" #include "video_core/video_core.h" #include "citra/emu_window/emu_window_glfw.h" static const std::pair default_key_map[] = { { GLFW_KEY_A, HID_User::PAD_A }, { GLFW_KEY_B, HID_User::PAD_B }, { GLFW_KEY_BACKSLASH, HID_User::PAD_SELECT }, { GLFW_KEY_ENTER, HID_User::PAD_START }, { GLFW_KEY_RIGHT, HID_User::PAD_RIGHT }, { GLFW_KEY_LEFT, HID_User::PAD_LEFT }, { GLFW_KEY_UP, HID_User::PAD_UP }, { GLFW_KEY_DOWN, HID_User::PAD_DOWN }, { GLFW_KEY_R, HID_User::PAD_R }, { GLFW_KEY_L, HID_User::PAD_L }, { GLFW_KEY_X, HID_User::PAD_X }, { GLFW_KEY_Y, HID_User::PAD_Y }, { GLFW_KEY_H, HID_User::PAD_CIRCLE_RIGHT }, { GLFW_KEY_F, HID_User::PAD_CIRCLE_LEFT }, { GLFW_KEY_T, HID_User::PAD_CIRCLE_UP }, { GLFW_KEY_G, HID_User::PAD_CIRCLE_DOWN }, }; /// Called by GLFW when a key event occurs void EmuWindow_GLFW::OnKeyEvent(GLFWwindow* win, int key, int scancode, int action, int mods) { if (!VideoCore::g_emu_window) { return; } int keyboard_id = ((EmuWindow_GLFW*)VideoCore::g_emu_window)->keyboard_id; if (action == GLFW_PRESS) { EmuWindow::KeyPressed({key, keyboard_id}); } if (action == GLFW_RELEASE) { EmuWindow::KeyReleased({key, keyboard_id}); } HID_User::PadUpdateComplete(); } /// EmuWindow_GLFW constructor EmuWindow_GLFW::EmuWindow_GLFW() { // Register a new ID for the default keyboard keyboard_id = KeyMap::NewDeviceId(); // Set default key mappings for keyboard for (auto mapping : default_key_map) { KeyMap::SetKeyMapping({mapping.first, keyboard_id}, mapping.second); } // Initialize the window if(glfwInit() != GL_TRUE) { printf("Failed to initialize GLFW! Exiting..."); exit(1); } glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); #if EMU_PLATFORM == PLATFORM_MACOSX // GLFW on OSX requires these window hints to be set to create a 3.2+ GL context. glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #endif m_render_window = glfwCreateWindow(VideoCore::kScreenTopWidth, (VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight), m_window_title.c_str(), NULL, NULL); if (m_render_window == NULL) { printf("Failed to create GLFW window! Exiting..."); exit(1); } // Setup callbacks glfwSetWindowUserPointer(m_render_window, this); glfwSetKeyCallback(m_render_window, OnKeyEvent); DoneCurrent(); } /// EmuWindow_GLFW destructor EmuWindow_GLFW::~EmuWindow_GLFW() { glfwTerminate(); } /// Swap buffers to display the next frame void EmuWindow_GLFW::SwapBuffers() { glfwSwapBuffers(m_render_window); } /// Polls window events void EmuWindow_GLFW::PollEvents() { glfwPollEvents(); } /// Makes the GLFW OpenGL context current for the caller thread void EmuWindow_GLFW::MakeCurrent() { glfwMakeContextCurrent(m_render_window); } /// Releases (dunno if this is the "right" word) the GLFW context from the caller thread void EmuWindow_GLFW::DoneCurrent() { glfwMakeContextCurrent(NULL); }