// SPDX-FileCopyrightText: 2016 Citra Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include "core/frontend/emu_window.h" struct SDL_Window; namespace Core { class System; } namespace InputCommon { class InputSubsystem; enum class MouseButton; } // namespace InputCommon class EmuWindow_SDL2 : public Core::Frontend::EmuWindow { public: explicit EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_); ~EmuWindow_SDL2(); /// Whether the window is still open, and a close request hasn't yet been sent bool IsOpen() const; /// Returns if window is shown (not minimized) bool IsShown() const override; /// Wait for the next event on the main thread. void WaitEvent(); // Sets the window icon from yuzu.bmp void SetWindowIcon(); protected: /// Called by WaitEvent when a key is pressed or released. void OnKeyEvent(int key, u8 state); /// Converts a SDL mouse button into MouseInput mouse button InputCommon::MouseButton SDLButtonToMouseButton(u32 button) const; /// Translates pixel position to float position std::pair MouseToTouchPos(s32 touch_x, s32 touch_y) const; /// Called by WaitEvent when a mouse button is pressed or released void OnMouseButton(u32 button, u8 state, s32 x, s32 y); /// Called by WaitEvent when the mouse moves. void OnMouseMotion(s32 x, s32 y); /// Called by WaitEvent when a finger starts touching the touchscreen void OnFingerDown(float x, float y, std::size_t id); /// Called by WaitEvent when a finger moves while touching the touchscreen void OnFingerMotion(float x, float y, std::size_t id); /// Called by WaitEvent when a finger stops touching the touchscreen void OnFingerUp(); /// Called by WaitEvent when any event that may cause the window to be resized occurs void OnResize(); /// Called when users want to hide the mouse cursor void ShowCursor(bool show_cursor); /// Called when user passes the fullscreen parameter flag void Fullscreen(); /// Called when a configuration change affects the minimal size of the window void OnMinimalClientAreaChangeRequest(std::pair minimal_size) override; /// Is the window still open? bool is_open = true; /// Is the window being shown? bool is_shown = true; /// Internal SDL2 render window SDL_Window* render_window{}; /// Keeps track of how often to update the title bar during gameplay u32 last_time = 0; /// Input subsystem to use with this window. InputCommon::InputSubsystem* input_subsystem; /// yuzu core instance Core::System& system; }; class DummyContext : public Core::Frontend::GraphicsContext {};