Lime3DS/src/citra/emu_window/emu_window_glfw.cpp

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/**
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* Copyright (C) 2013 Citra Emulator
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*
* @file emu_window_glfw.cpp
* @author ShizZy <shizzy@6bit.net>
* @date 2013-09-04
* @brief Implementation implementation of EmuWindow class for GLFW
*
* @section LICENSE
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of
* the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details at
* http://www.gnu.org/copyleft/gpl.html
*
* Official project repository can be found at:
* http://code.google.com/p/gekko-gc-emu/
*/
#include "common.h"
#include "video_core.h"
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#include "emu_window_glfw.h"
static void OnKeyEvent(GLFWwindow* win, int key, int action) {
// EmuWindow_GLFW* emuwin = (EmuWindow_GLFW*)glfwGetWindowUserPointer(win);
//input_common::GCController::GCButtonState state;
//if (action == GLFW_PRESS) {
// state = input_common::GCController::PRESSED;
//} else {
// state = input_common::GCController::RELEASED;
//}
// for (int channel = 0; channel < 4 && emuwin->controller_interface(); ++channel) {
// emuwin->controller_interface()->SetControllerStatus(channel, key, state);
// }
}
static void OnWindowSizeEvent(GLFWwindow* win, int width, int height) {
EmuWindow_GLFW* emuwin = (EmuWindow_GLFW*)glfwGetWindowUserPointer(win);
emuwin->set_client_area_width(width);
emuwin->set_client_area_height(height);
}
/// EmuWindow_GLFW constructor
EmuWindow_GLFW::EmuWindow_GLFW() {
// 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, 1);
render_window_ = glfwCreateWindow(VideoCore::kScreenTopWidth,
(VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight), "citra", NULL, NULL);
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// Setup callbacks
glfwSetWindowUserPointer(render_window_, this);
//glfwSetKeyCallback(render_window_, OnKeyEvent);
//glfwSetWindowSizeCallback(render_window_, OnWindowSizeEvent);
DoneCurrent();
}
/// EmuWindow_GLFW destructor
EmuWindow_GLFW::~EmuWindow_GLFW() {
glfwTerminate();
}
/// Swap buffers to display the next frame
void EmuWindow_GLFW::SwapBuffers() {
glfwSwapBuffers(render_window_);
}
/// Polls window events
void EmuWindow_GLFW::PollEvents() {
// TODO(ShizZy): Does this belong here? This is a reasonable place to update the window title
// from the main thread, but this should probably be in an event handler...
static char title[128];
sprintf(title, "%s (FPS: %02.02f)", window_title_.c_str(), 0.0f);
glfwSetWindowTitle(render_window_, title);
glfwPollEvents();
}
/// Makes the GLFW OpenGL context current for the caller thread
void EmuWindow_GLFW::MakeCurrent() {
glfwMakeContextCurrent(render_window_);
}
/// Releases (dunno if this is the "right" word) the GLFW context from the caller thread
void EmuWindow_GLFW::DoneCurrent() {
glfwMakeContextCurrent(NULL);
}