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- // Copyright 2014 Citra Emulator Project
- // Licensed under GPLv2
- // Refer to the license.txt file included.
- #include "common/common.h"
- #include "video_core/video_core.h"
- #include "core/settings.h"
- #include "citra/emu_window/emu_window_glfw.h"
- /// Called by GLFW when a key event occurs
- void EmuWindow_GLFW::OnKeyEvent(GLFWwindow* win, int key, int scancode, int action, int mods) {
- if (!VideoCore::g_emu_window) {
- return;
- }
- int keyboard_id = ((EmuWindow_GLFW*)VideoCore::g_emu_window)->keyboard_id;
- if (action == GLFW_PRESS) {
- EmuWindow::KeyPressed({key, keyboard_id});
- }
- if (action == GLFW_RELEASE) {
- EmuWindow::KeyReleased({key, keyboard_id});
- }
- HID_User::PadUpdateComplete();
- }
- /// Whether the window is still open, and a close request hasn't yet been sent
- const bool EmuWindow_GLFW::IsOpen() {
- return glfwWindowShouldClose(m_render_window) == 0;
- }
- /// EmuWindow_GLFW constructor
- EmuWindow_GLFW::EmuWindow_GLFW() {
- keyboard_id = KeyMap::NewDeviceId();
- ReloadSetKeymaps();
- // 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, 2);
- // GLFW on OSX requires these window hints to be set to create a 3.2+ GL context.
- glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
-
- m_render_window = glfwCreateWindow(VideoCore::kScreenTopWidth,
- (VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight),
- m_window_title.c_str(), NULL, NULL);
- if (m_render_window == NULL) {
- printf("Failed to create GLFW window! Exiting...");
- exit(1);
- }
-
- // Setup callbacks
- glfwSetWindowUserPointer(m_render_window, this);
- glfwSetKeyCallback(m_render_window, OnKeyEvent);
- DoneCurrent();
- }
- /// EmuWindow_GLFW destructor
- EmuWindow_GLFW::~EmuWindow_GLFW() {
- glfwTerminate();
- }
- /// Swap buffers to display the next frame
- void EmuWindow_GLFW::SwapBuffers() {
- glfwSwapBuffers(m_render_window);
- }
- /// Polls window events
- void EmuWindow_GLFW::PollEvents() {
- glfwPollEvents();
- }
- /// Makes the GLFW OpenGL context current for the caller thread
- void EmuWindow_GLFW::MakeCurrent() {
- glfwMakeContextCurrent(m_render_window);
- }
- /// Releases (dunno if this is the "right" word) the GLFW context from the caller thread
- void EmuWindow_GLFW::DoneCurrent() {
- glfwMakeContextCurrent(NULL);
- }
- void EmuWindow_GLFW::ReloadSetKeymaps() {
- KeyMap::SetKeyMapping({Settings::values.pad_a_key, keyboard_id}, HID_User::PAD_A);
- KeyMap::SetKeyMapping({Settings::values.pad_b_key, keyboard_id}, HID_User::PAD_B);
- KeyMap::SetKeyMapping({Settings::values.pad_select_key, keyboard_id}, HID_User::PAD_SELECT);
- KeyMap::SetKeyMapping({Settings::values.pad_start_key, keyboard_id}, HID_User::PAD_START);
- KeyMap::SetKeyMapping({Settings::values.pad_dright_key, keyboard_id}, HID_User::PAD_RIGHT);
- KeyMap::SetKeyMapping({Settings::values.pad_dleft_key, keyboard_id}, HID_User::PAD_LEFT);
- KeyMap::SetKeyMapping({Settings::values.pad_dup_key, keyboard_id}, HID_User::PAD_UP);
- KeyMap::SetKeyMapping({Settings::values.pad_ddown_key, keyboard_id}, HID_User::PAD_DOWN);
- KeyMap::SetKeyMapping({Settings::values.pad_r_key, keyboard_id}, HID_User::PAD_R);
- KeyMap::SetKeyMapping({Settings::values.pad_l_key, keyboard_id}, HID_User::PAD_L);
- KeyMap::SetKeyMapping({Settings::values.pad_x_key, keyboard_id}, HID_User::PAD_X);
- KeyMap::SetKeyMapping({Settings::values.pad_y_key, keyboard_id}, HID_User::PAD_Y);
- KeyMap::SetKeyMapping({Settings::values.pad_sright_key, keyboard_id}, HID_User::PAD_CIRCLE_RIGHT);
- KeyMap::SetKeyMapping({Settings::values.pad_sleft_key, keyboard_id}, HID_User::PAD_CIRCLE_LEFT);
- KeyMap::SetKeyMapping({Settings::values.pad_sup_key, keyboard_id}, HID_User::PAD_CIRCLE_UP);
- KeyMap::SetKeyMapping({Settings::values.pad_sdown_key, keyboard_id}, HID_User::PAD_CIRCLE_DOWN);
- }
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