113 lines
3.3 KiB
C++
113 lines
3.3 KiB
C++
// 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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#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 const std::pair<int, HID_User::PadState> default_key_map[] = {
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{ GLFW_KEY_A, HID_User::PAD_A },
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{ GLFW_KEY_B, HID_User::PAD_B },
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{ GLFW_KEY_BACKSLASH, HID_User::PAD_SELECT },
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{ GLFW_KEY_ENTER, HID_User::PAD_START },
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{ GLFW_KEY_RIGHT, HID_User::PAD_RIGHT },
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{ GLFW_KEY_LEFT, HID_User::PAD_LEFT },
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{ GLFW_KEY_UP, HID_User::PAD_UP },
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{ GLFW_KEY_DOWN, HID_User::PAD_DOWN },
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{ GLFW_KEY_R, HID_User::PAD_R },
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{ GLFW_KEY_L, HID_User::PAD_L },
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{ GLFW_KEY_X, HID_User::PAD_X },
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{ GLFW_KEY_Y, HID_User::PAD_Y },
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{ GLFW_KEY_H, HID_User::PAD_CIRCLE_RIGHT },
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{ GLFW_KEY_F, HID_User::PAD_CIRCLE_LEFT },
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{ GLFW_KEY_T, HID_User::PAD_CIRCLE_UP },
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{ GLFW_KEY_G, HID_User::PAD_CIRCLE_DOWN },
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};
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/// Called by GLFW when a key event occurs
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void EmuWindow_GLFW::OnKeyEvent(GLFWwindow* win, int key, int scancode, int action, int mods) {
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if (!VideoCore::g_emu_window) {
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return;
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}
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int keyboard_id = ((EmuWindow_GLFW*)VideoCore::g_emu_window)->keyboard_id;
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if (action == GLFW_PRESS) {
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EmuWindow::KeyPressed({key, keyboard_id});
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}
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if (action == GLFW_RELEASE) {
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EmuWindow::KeyReleased({key, keyboard_id});
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}
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HID_User::PadUpdateComplete();
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}
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/// EmuWindow_GLFW constructor
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EmuWindow_GLFW::EmuWindow_GLFW() {
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// Register a new ID for the default keyboard
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keyboard_id = KeyMap::NewDeviceId();
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// Set default key mappings for keyboard
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for (auto mapping : default_key_map) {
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KeyMap::SetKeyMapping({mapping.first, keyboard_id}, mapping.second);
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}
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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, 2);
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#if EMU_PLATFORM == PLATFORM_MACOSX
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// GLFW on OSX requires these window hints to be set to create a 3.2+ GL context.
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#endif
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m_render_window = glfwCreateWindow(VideoCore::kScreenTopWidth,
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(VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight),
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m_window_title.c_str(), NULL, NULL);
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if (m_render_window == NULL) {
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printf("Failed to create GLFW window! Exiting...");
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exit(1);
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}
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// Setup callbacks
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glfwSetWindowUserPointer(m_render_window, this);
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glfwSetKeyCallback(m_render_window, OnKeyEvent);
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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(m_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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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(m_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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