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+/**
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+ * Copyright (C) 2013 Akiru 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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+
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+#include "common.h"
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+#include "emu_window_glfw.h"
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+
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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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+
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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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+
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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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+
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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(640, 480, "akiru", NULL, NULL);
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+
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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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+
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+ DoneCurrent();
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+}
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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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+
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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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+
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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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+
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+ glfwPollEvents();
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+}
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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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+
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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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