// Copyright 2016 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #define SDL_MAIN_HANDLED #include #include #include #include "common/logging/log.h" #include "common/scm_rev.h" #include "common/string_util.h" #include "core/settings.h" #include "input_common/keyboard.h" #include "input_common/main.h" #include "input_common/motion_emu.h" #include "input_common/sdl/sdl.h" #include "yuzu_cmd/emu_window/emu_window_sdl2.h" void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) { TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0)); InputCommon::GetMotionEmu()->Tilt(x, y); } void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) { if (button == SDL_BUTTON_LEFT) { if (state == SDL_PRESSED) { TouchPressed((unsigned)std::max(x, 0), (unsigned)std::max(y, 0)); } else { TouchReleased(); } } else if (button == SDL_BUTTON_RIGHT) { if (state == SDL_PRESSED) { InputCommon::GetMotionEmu()->BeginTilt(x, y); } else { InputCommon::GetMotionEmu()->EndTilt(); } } } std::pair EmuWindow_SDL2::TouchToPixelPos(float touch_x, float touch_y) const { int w, h; SDL_GetWindowSize(render_window, &w, &h); touch_x *= w; touch_y *= h; return {static_cast(std::max(std::round(touch_x), 0.0f)), static_cast(std::max(std::round(touch_y), 0.0f))}; } void EmuWindow_SDL2::OnFingerDown(float x, float y) { // TODO(NeatNit): keep track of multitouch using the fingerID and a dictionary of some kind // This isn't critical because the best we can do when we have that is to average them, like the // 3DS does const auto [px, py] = TouchToPixelPos(x, y); TouchPressed(px, py); } void EmuWindow_SDL2::OnFingerMotion(float x, float y) { const auto [px, py] = TouchToPixelPos(x, y); TouchMoved(px, py); } void EmuWindow_SDL2::OnFingerUp() { TouchReleased(); } void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) { if (state == SDL_PRESSED) { InputCommon::GetKeyboard()->PressKey(key); } else if (state == SDL_RELEASED) { InputCommon::GetKeyboard()->ReleaseKey(key); } } bool EmuWindow_SDL2::IsOpen() const { return is_open; } void EmuWindow_SDL2::OnResize() { int width, height; SDL_GetWindowSize(render_window, &width, &height); UpdateCurrentFramebufferLayout(width, height); } void EmuWindow_SDL2::Fullscreen() { if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) { return; } LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError()); // Try a different fullscreening method LOG_INFO(Frontend, "Attempting to use borderless fullscreen..."); if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) { return; } LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError()); // Fallback algorithm: Maximise window. // Works on all systems (unless something is seriously wrong), so no fallback for this one. LOG_INFO(Frontend, "Falling back on a maximised window..."); SDL_MaximizeWindow(render_window); } bool EmuWindow_SDL2::SupportsRequiredGLExtensions() { std::vector unsupported_ext; if (!GLAD_GL_ARB_direct_state_access) unsupported_ext.push_back("ARB_direct_state_access"); if (!GLAD_GL_ARB_vertex_type_10f_11f_11f_rev) unsupported_ext.push_back("ARB_vertex_type_10f_11f_11f_rev"); if (!GLAD_GL_ARB_texture_mirror_clamp_to_edge) unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge"); if (!GLAD_GL_ARB_multi_bind) unsupported_ext.push_back("ARB_multi_bind"); // Extensions required to support some texture formats. if (!GLAD_GL_EXT_texture_compression_s3tc) unsupported_ext.push_back("EXT_texture_compression_s3tc"); if (!GLAD_GL_ARB_texture_compression_rgtc) unsupported_ext.push_back("ARB_texture_compression_rgtc"); if (!GLAD_GL_ARB_depth_buffer_float) unsupported_ext.push_back("ARB_depth_buffer_float"); for (const std::string& ext : unsupported_ext) LOG_CRITICAL(Frontend, "Unsupported GL extension: {}", ext); return unsupported_ext.empty(); } EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) { InputCommon::Init(); SDL_SetMainReady(); // Initialize the window if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) { LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting..."); exit(1); } SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); std::string window_title = fmt::format("yuzu {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch, Common::g_scm_desc); render_window = SDL_CreateWindow(window_title.c_str(), SDL_WINDOWPOS_UNDEFINED, // x position SDL_WINDOWPOS_UNDEFINED, // y position Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); if (render_window == nullptr) { LOG_CRITICAL(Frontend, "Failed to create SDL2 window! {}", SDL_GetError()); exit(1); } if (fullscreen) { Fullscreen(); } gl_context = SDL_GL_CreateContext(render_window); if (gl_context == nullptr) { LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context! {}", SDL_GetError()); exit(1); } if (!gladLoadGLLoader(static_cast(SDL_GL_GetProcAddress))) { LOG_CRITICAL(Frontend, "Failed to initialize GL functions! {}", SDL_GetError()); exit(1); } if (!SupportsRequiredGLExtensions()) { LOG_CRITICAL(Frontend, "GPU does not support all required OpenGL extensions! Exiting..."); exit(1); } OnResize(); OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size); SDL_PumpEvents(); SDL_GL_SetSwapInterval(false); LOG_INFO(Frontend, "yuzu Version: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch, Common::g_scm_desc); DoneCurrent(); } EmuWindow_SDL2::~EmuWindow_SDL2() { InputCommon::SDL::CloseSDLJoysticks(); SDL_GL_DeleteContext(gl_context); SDL_Quit(); InputCommon::Shutdown(); } void EmuWindow_SDL2::SwapBuffers() { SDL_GL_SwapWindow(render_window); } void EmuWindow_SDL2::PollEvents() { SDL_Event event; // SDL_PollEvent returns 0 when there are no more events in the event queue while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_WINDOWEVENT: switch (event.window.event) { case SDL_WINDOWEVENT_SIZE_CHANGED: case SDL_WINDOWEVENT_RESIZED: case SDL_WINDOWEVENT_MAXIMIZED: case SDL_WINDOWEVENT_RESTORED: case SDL_WINDOWEVENT_MINIMIZED: OnResize(); break; case SDL_WINDOWEVENT_CLOSE: is_open = false; break; } break; case SDL_KEYDOWN: case SDL_KEYUP: OnKeyEvent(static_cast(event.key.keysym.scancode), event.key.state); break; case SDL_MOUSEMOTION: // ignore if it came from touch if (event.button.which != SDL_TOUCH_MOUSEID) OnMouseMotion(event.motion.x, event.motion.y); break; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: // ignore if it came from touch if (event.button.which != SDL_TOUCH_MOUSEID) { OnMouseButton(event.button.button, event.button.state, event.button.x, event.button.y); } break; case SDL_FINGERDOWN: OnFingerDown(event.tfinger.x, event.tfinger.y); break; case SDL_FINGERMOTION: OnFingerMotion(event.tfinger.x, event.tfinger.y); break; case SDL_FINGERUP: OnFingerUp(); break; case SDL_QUIT: is_open = false; break; default: InputCommon::SDL::HandleGameControllerEvent(event); break; } } } void EmuWindow_SDL2::MakeCurrent() { SDL_GL_MakeCurrent(render_window, gl_context); } void EmuWindow_SDL2::DoneCurrent() { SDL_GL_MakeCurrent(render_window, nullptr); } void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest( const std::pair& minimal_size) { SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second); }