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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();
}
/// 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);
#if EMU_PLATFORM == PLATFORM_MACOSX
// 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);
#endif
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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