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// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include <utility>
#include "core/frontend/emu_window.h"
struct SDL_Window;
class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
public:
explicit EmuWindow_SDL2(bool fullscreen);
~EmuWindow_SDL2();
/// Swap buffers to display the next frame
void SwapBuffers() override;
/// Polls window events
void PollEvents() override;
/// Makes the graphics context current for the caller thread
void MakeCurrent() override;
/// Releases the GL context from the caller thread
void DoneCurrent() override;
/// Whether the window is still open, and a close request hasn't yet been sent
bool IsOpen() const;
private:
/// Called by PollEvents when a key is pressed or released.
void OnKeyEvent(int key, u8 state);
/// Called by PollEvents when the mouse moves.
void OnMouseMotion(s32 x, s32 y);
/// Called by PollEvents when a mouse button is pressed or released
void OnMouseButton(u32 button, u8 state, s32 x, s32 y);
/// Called by PollEvents when any event that may cause the window to be resized occurs
void OnResize();
/// Called when user passes the fullscreen parameter flag
void Fullscreen();
/// Whether the GPU and driver supports the OpenGL extension required
bool SupportsRequiredGLExtensions();
/// Called when a configuration change affects the minimal size of the window
void OnMinimalClientAreaChangeRequest(
const std::pair<unsigned, unsigned>& minimal_size) override;
/// Is the window still open?
bool is_open = true;
/// Internal SDL2 render window
SDL_Window* render_window;
using SDL_GLContext = void*;
/// The OpenGL context associated with the window
SDL_GLContext gl_context;
};
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