mirror of
https://github.com/Lime3DS/Lime3DS.git
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99 lines
3.3 KiB
C++
99 lines
3.3 KiB
C++
/**
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* Copyright (C) 2013 Citra Emulator
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*
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* @file emu_window_glfw.cpp
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* @author ShizZy <shizzy@6bit.net>
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* @date 2013-09-04
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* @brief Implementation implementation of EmuWindow class for GLFW
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*
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* @section LICENSE
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of
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* the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details at
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* http://www.gnu.org/copyleft/gpl.html
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*
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* Official project repository can be found at:
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* http://code.google.com/p/gekko-gc-emu/
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*/
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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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static void OnKeyEvent(GLFWwindow* win, int key, int action) {
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// EmuWindow_GLFW* emuwin = (EmuWindow_GLFW*)glfwGetWindowUserPointer(win);
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//input_common::GCController::GCButtonState state;
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//if (action == GLFW_PRESS) {
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// state = input_common::GCController::PRESSED;
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//} else {
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// state = input_common::GCController::RELEASED;
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//}
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// for (int channel = 0; channel < 4 && emuwin->controller_interface(); ++channel) {
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// emuwin->controller_interface()->SetControllerStatus(channel, key, state);
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// }
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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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render_window_ = glfwCreateWindow(VideoCore::kScreenTopWidth,
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(VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight), "citra", NULL, NULL);
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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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