2014-04-09 02:25:53 +02:00
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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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2013-09-05 04:10:47 +02:00
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2014-04-09 02:15:08 +02:00
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#include "common/common.h"
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#include "video_core/video_core.h"
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#include "citra/emu_window/emu_window_glfw.h"
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2013-09-05 04:10:47 +02:00
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static void OnKeyEvent(GLFWwindow* win, int key, int action) {
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2014-04-09 02:25:53 +02:00
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// TODO(bunnei): ImplementMe
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2013-09-05 04:10:47 +02:00
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}
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static void OnWindowSizeEvent(GLFWwindow* win, int width, int height) {
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EmuWindow_GLFW* emuwin = (EmuWindow_GLFW*)glfwGetWindowUserPointer(win);
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emuwin->set_client_area_width(width);
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emuwin->set_client_area_height(height);
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}
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/// EmuWindow_GLFW constructor
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EmuWindow_GLFW::EmuWindow_GLFW() {
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// Initialize the window
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if(glfwInit() != GL_TRUE) {
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printf("Failed to initialize GLFW! Exiting...");
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exit(1);
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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2014-04-06 22:55:05 +02:00
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render_window_ = glfwCreateWindow(VideoCore::kScreenTopWidth,
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(VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight), "citra", NULL, NULL);
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2013-09-05 04:10:47 +02:00
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// Setup callbacks
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glfwSetWindowUserPointer(render_window_, this);
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//glfwSetKeyCallback(render_window_, OnKeyEvent);
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//glfwSetWindowSizeCallback(render_window_, OnWindowSizeEvent);
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DoneCurrent();
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}
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/// EmuWindow_GLFW destructor
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EmuWindow_GLFW::~EmuWindow_GLFW() {
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glfwTerminate();
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}
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/// Swap buffers to display the next frame
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void EmuWindow_GLFW::SwapBuffers() {
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glfwSwapBuffers(render_window_);
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}
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/// Polls window events
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void EmuWindow_GLFW::PollEvents() {
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// TODO(ShizZy): Does this belong here? This is a reasonable place to update the window title
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// from the main thread, but this should probably be in an event handler...
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static char title[128];
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sprintf(title, "%s (FPS: %02.02f)", window_title_.c_str(), 0.0f);
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glfwSetWindowTitle(render_window_, title);
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glfwPollEvents();
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}
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/// Makes the GLFW OpenGL context current for the caller thread
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void EmuWindow_GLFW::MakeCurrent() {
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glfwMakeContextCurrent(render_window_);
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}
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/// Releases (dunno if this is the "right" word) the GLFW context from the caller thread
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void EmuWindow_GLFW::DoneCurrent() {
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glfwMakeContextCurrent(NULL);
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}
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