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// 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 "core/settings.h"

#include "citra/emu_window/emu_window_glfw.h"

/// 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();
}

/// Whether the window is still open, and a close request hasn't yet been sent
const bool EmuWindow_GLFW::IsOpen() {
    return glfwWindowShouldClose(m_render_window) == 0;
}

/// EmuWindow_GLFW constructor
EmuWindow_GLFW::EmuWindow_GLFW() {
    keyboard_id = KeyMap::NewDeviceId();

    ReloadSetKeymaps();

    // 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);
    // 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);
	
    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);
}

void EmuWindow_GLFW::ReloadSetKeymaps() {
    KeyMap::SetKeyMapping({Settings::values.pad_a_key,      keyboard_id}, HID_User::PAD_A);
    KeyMap::SetKeyMapping({Settings::values.pad_b_key,      keyboard_id}, HID_User::PAD_B);
    KeyMap::SetKeyMapping({Settings::values.pad_select_key, keyboard_id}, HID_User::PAD_SELECT);
    KeyMap::SetKeyMapping({Settings::values.pad_start_key,  keyboard_id}, HID_User::PAD_START);
    KeyMap::SetKeyMapping({Settings::values.pad_dright_key, keyboard_id}, HID_User::PAD_RIGHT);
    KeyMap::SetKeyMapping({Settings::values.pad_dleft_key,  keyboard_id}, HID_User::PAD_LEFT);
    KeyMap::SetKeyMapping({Settings::values.pad_dup_key,    keyboard_id}, HID_User::PAD_UP);
    KeyMap::SetKeyMapping({Settings::values.pad_ddown_key,  keyboard_id}, HID_User::PAD_DOWN);
    KeyMap::SetKeyMapping({Settings::values.pad_r_key,      keyboard_id}, HID_User::PAD_R);
    KeyMap::SetKeyMapping({Settings::values.pad_l_key,      keyboard_id}, HID_User::PAD_L);
    KeyMap::SetKeyMapping({Settings::values.pad_x_key,      keyboard_id}, HID_User::PAD_X);
    KeyMap::SetKeyMapping({Settings::values.pad_y_key,      keyboard_id}, HID_User::PAD_Y);
    KeyMap::SetKeyMapping({Settings::values.pad_sright_key, keyboard_id}, HID_User::PAD_CIRCLE_RIGHT);
    KeyMap::SetKeyMapping({Settings::values.pad_sleft_key,  keyboard_id}, HID_User::PAD_CIRCLE_LEFT);
    KeyMap::SetKeyMapping({Settings::values.pad_sup_key,    keyboard_id}, HID_User::PAD_CIRCLE_UP);
    KeyMap::SetKeyMapping({Settings::values.pad_sdown_key,  keyboard_id}, HID_User::PAD_CIRCLE_DOWN);
}