mirror of
https://github.com/yuzu-emu/yuzu-android
synced 2024-12-27 13:41:20 -08:00
4f24343f32
change TouchToPixelPos to return std::pair<int, int> static_cast (SDL) various minor style and code improvements style - PascalCase for function names made touch events private const pointer arg in touch events make TouchToPixelPos a const member function did I do this right? braces on barely-multiline if remove question comment (confirmed in Discord) fixed consts remove unused parameter from TouchEndEvent DRY - High-DPI scaled touch put in separate function also fixes a bug where if you start touching (with either mouse or touchscreen) and drag the mouse to the LEFT of the emulator window, the touch point jumps to the RIGHT side of the touchscreen; draggin to above the window would make it jump to the bottom. implicit conversion from QPoint to QPointF, apparently I have no idea what const even means but I'll put it here anyway remove unused or used-once variables make touch scaling functions const, and put their implementations together removed unused FingerID parameters QTouchEvent forward declaration; add comment to TouchBegin that was lost in an edit better DRY in SDL To do -> TODO(NeatNit) remove unused include
295 lines
9.7 KiB
C++
295 lines
9.7 KiB
C++
// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cstdlib>
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#include <string>
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#define SDL_MAIN_HANDLED
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#include <SDL.h>
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#include <fmt/format.h>
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#include <glad/glad.h>
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#include "common/logging/log.h"
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#include "common/scm_rev.h"
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#include "common/string_util.h"
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#include "core/settings.h"
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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#include "input_common/motion_emu.h"
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#include "input_common/sdl/sdl.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
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InputCommon::GetMotionEmu()->Tilt(x, y);
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}
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void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
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if (button == SDL_BUTTON_LEFT) {
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if (state == SDL_PRESSED) {
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TouchPressed((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
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} else {
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TouchReleased();
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}
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} else if (button == SDL_BUTTON_RIGHT) {
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if (state == SDL_PRESSED) {
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InputCommon::GetMotionEmu()->BeginTilt(x, y);
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} else {
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InputCommon::GetMotionEmu()->EndTilt();
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}
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}
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}
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std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, float touch_y) const {
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int w, h;
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SDL_GetWindowSize(render_window, &w, &h);
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touch_x *= w;
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touch_y *= h;
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return {static_cast<unsigned>(std::max(std::round(touch_x), 0.0f)),
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static_cast<unsigned>(std::max(std::round(touch_y), 0.0f))};
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}
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void EmuWindow_SDL2::OnFingerDown(float x, float y) {
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// TODO(NeatNit): keep track of multitouch using the fingerID and a dictionary of some kind
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// This isn't critical because the best we can do when we have that is to average them, like the
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// 3DS does
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const auto [px, py] = TouchToPixelPos(x, y);
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TouchPressed(px, py);
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}
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void EmuWindow_SDL2::OnFingerMotion(float x, float y) {
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const auto [px, py] = TouchToPixelPos(x, y);
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TouchMoved(px, py);
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}
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void EmuWindow_SDL2::OnFingerUp() {
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TouchReleased();
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}
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void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
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if (state == SDL_PRESSED) {
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InputCommon::GetKeyboard()->PressKey(key);
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} else if (state == SDL_RELEASED) {
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InputCommon::GetKeyboard()->ReleaseKey(key);
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}
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}
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bool EmuWindow_SDL2::IsOpen() const {
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return is_open;
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}
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void EmuWindow_SDL2::OnResize() {
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int width, height;
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SDL_GetWindowSize(render_window, &width, &height);
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UpdateCurrentFramebufferLayout(width, height);
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}
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void EmuWindow_SDL2::Fullscreen() {
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) {
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return;
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}
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LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());
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// Try a different fullscreening method
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LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
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return;
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}
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LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError());
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// Fallback algorithm: Maximise window.
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// Works on all systems (unless something is seriously wrong), so no fallback for this one.
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LOG_INFO(Frontend, "Falling back on a maximised window...");
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SDL_MaximizeWindow(render_window);
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}
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bool EmuWindow_SDL2::SupportsRequiredGLExtensions() {
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std::vector<std::string> unsupported_ext;
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if (!GLAD_GL_ARB_program_interface_query)
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unsupported_ext.push_back("ARB_program_interface_query");
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if (!GLAD_GL_ARB_separate_shader_objects)
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unsupported_ext.push_back("ARB_separate_shader_objects");
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if (!GLAD_GL_ARB_vertex_attrib_binding)
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unsupported_ext.push_back("ARB_vertex_attrib_binding");
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if (!GLAD_GL_ARB_vertex_type_10f_11f_11f_rev)
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unsupported_ext.push_back("ARB_vertex_type_10f_11f_11f_rev");
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if (!GLAD_GL_ARB_texture_mirror_clamp_to_edge)
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unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge");
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if (!GLAD_GL_ARB_base_instance)
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unsupported_ext.push_back("ARB_base_instance");
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if (!GLAD_GL_ARB_texture_storage)
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unsupported_ext.push_back("ARB_texture_storage");
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if (!GLAD_GL_ARB_multi_bind)
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unsupported_ext.push_back("ARB_multi_bind");
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if (!GLAD_GL_ARB_copy_image)
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unsupported_ext.push_back("ARB_copy_image");
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// Extensions required to support some texture formats.
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if (!GLAD_GL_EXT_texture_compression_s3tc)
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unsupported_ext.push_back("EXT_texture_compression_s3tc");
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if (!GLAD_GL_ARB_texture_compression_rgtc)
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unsupported_ext.push_back("ARB_texture_compression_rgtc");
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if (!GLAD_GL_ARB_texture_compression_bptc)
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unsupported_ext.push_back("ARB_texture_compression_bptc");
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if (!GLAD_GL_ARB_depth_buffer_float)
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unsupported_ext.push_back("ARB_depth_buffer_float");
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for (const std::string& ext : unsupported_ext)
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LOG_CRITICAL(Frontend, "Unsupported GL extension: {}", ext);
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return unsupported_ext.empty();
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}
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EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
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InputCommon::Init();
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SDL_SetMainReady();
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// Initialize the window
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
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LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
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exit(1);
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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std::string window_title = fmt::format("yuzu {} | {}-{}", Common::g_build_fullname,
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Common::g_scm_branch, Common::g_scm_desc);
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render_window =
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SDL_CreateWindow(window_title.c_str(),
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SDL_WINDOWPOS_UNDEFINED, // x position
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SDL_WINDOWPOS_UNDEFINED, // y position
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Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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if (render_window == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 window! {}", SDL_GetError());
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exit(1);
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}
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if (fullscreen) {
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Fullscreen();
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}
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gl_context = SDL_GL_CreateContext(render_window);
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if (gl_context == nullptr) {
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LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context! {}", SDL_GetError());
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exit(1);
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}
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if (!gladLoadGLLoader(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
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LOG_CRITICAL(Frontend, "Failed to initialize GL functions! {}", SDL_GetError());
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exit(1);
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}
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if (!SupportsRequiredGLExtensions()) {
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LOG_CRITICAL(Frontend, "GPU does not support all required OpenGL extensions! Exiting...");
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exit(1);
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}
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OnResize();
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OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
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SDL_PumpEvents();
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SDL_GL_SetSwapInterval(false);
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LOG_INFO(Frontend, "yuzu Version: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch,
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Common::g_scm_desc);
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DoneCurrent();
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}
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EmuWindow_SDL2::~EmuWindow_SDL2() {
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InputCommon::SDL::CloseSDLJoysticks();
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SDL_GL_DeleteContext(gl_context);
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SDL_Quit();
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InputCommon::Shutdown();
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}
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void EmuWindow_SDL2::SwapBuffers() {
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SDL_GL_SwapWindow(render_window);
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}
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void EmuWindow_SDL2::PollEvents() {
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SDL_Event event;
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// SDL_PollEvent returns 0 when there are no more events in the event queue
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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case SDL_WINDOWEVENT_RESIZED:
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case SDL_WINDOWEVENT_MAXIMIZED:
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case SDL_WINDOWEVENT_RESTORED:
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case SDL_WINDOWEVENT_MINIMIZED:
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OnResize();
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break;
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case SDL_WINDOWEVENT_CLOSE:
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is_open = false;
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break;
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}
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break;
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state);
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break;
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case SDL_MOUSEMOTION:
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// ignore if it came from touch
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if (event.button.which != SDL_TOUCH_MOUSEID)
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OnMouseMotion(event.motion.x, event.motion.y);
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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// ignore if it came from touch
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if (event.button.which != SDL_TOUCH_MOUSEID) {
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OnMouseButton(event.button.button, event.button.state, event.button.x,
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event.button.y);
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}
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break;
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case SDL_FINGERDOWN:
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OnFingerDown(event.tfinger.x, event.tfinger.y);
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break;
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case SDL_FINGERMOTION:
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OnFingerMotion(event.tfinger.x, event.tfinger.y);
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break;
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case SDL_FINGERUP:
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OnFingerUp();
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break;
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case SDL_QUIT:
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is_open = false;
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break;
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default:
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InputCommon::SDL::HandleGameControllerEvent(event);
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break;
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}
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}
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}
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void EmuWindow_SDL2::MakeCurrent() {
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SDL_GL_MakeCurrent(render_window, gl_context);
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}
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void EmuWindow_SDL2::DoneCurrent() {
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SDL_GL_MakeCurrent(render_window, nullptr);
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}
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void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(
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const std::pair<unsigned, unsigned>& minimal_size) {
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SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
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}
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