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@@ -1,100 +0,0 @@
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-/**
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- * Copyright (C) 2005-2012 Gekko Emulator
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- *
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- * @file emuwindow_glfw.h
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- * @author ShizZy <shizzy247@gmail.com>
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- * @date 2012-04-20
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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 "video_core.h"
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-#include "emuwindow_glfw.h"
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-#include "gc_controller.h"
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-#include "keyboard_input/keyboard_input.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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- LOG_ERROR(TVIDEO, "Failed to initialize GLFW! Exiting...");
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- exit(E_ERR);
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- }
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- glfwWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
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- glfwWindowHint(GLFW_OPENGL_VERSION_MINOR, 1);
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- render_window_ = glfwCreateWindow(640, 480, GLFW_WINDOWED, "gekko", 0);
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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(),
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- video_core::g_renderer->current_fps());
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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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