Lime3DS/src/citra/emu_window/emu_window_glfw.cpp

69 lines
2.1 KiB
C++
Raw Normal View History

2014-04-09 00:25:53 +00:00
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
2013-09-05 02:10:47 +00:00
#include "common/common.h"
#include "video_core/video_core.h"
#include "citra/emu_window/emu_window_glfw.h"
2013-09-05 02:10:47 +00:00
static void OnKeyEvent(GLFWwindow* win, int key, int action) {
2014-04-09 00:25:53 +00:00
// TODO(bunnei): ImplementMe
2013-09-05 02:10:47 +00:00
}
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);
2013-09-05 02:10:47 +00:00
// 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);
}