summaryrefslogtreecommitdiffstats
path: root/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp
blob: 1a35d471c1c832c24cb5ffb0fd59bdb475253b8a (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
// SPDX-FileCopyrightText: 2016 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later

#include <SDL.h>

#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "common/settings.h"
#include "core/core.h"
#include "core/hid/hid_core.h"
#include "core/perf_stats.h"
#include "input_common/drivers/keyboard.h"
#include "input_common/drivers/mouse.h"
#include "input_common/drivers/touch_screen.h"
#include "input_common/main.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
#include "yuzu_cmd/yuzu_icon.h"

EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_)
    : input_subsystem{input_subsystem_}, system{system_} {
    input_subsystem->Initialize();
    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) < 0) {
        LOG_CRITICAL(Frontend, "Failed to initialize SDL2: {}, Exiting...", SDL_GetError());
        exit(1);
    }
    SDL_SetMainReady();
}

EmuWindow_SDL2::~EmuWindow_SDL2() {
    system.HIDCore().UnloadInputDevices();
    input_subsystem->Shutdown();
    SDL_Quit();
}

InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
    switch (button) {
    case SDL_BUTTON_LEFT:
        return InputCommon::MouseButton::Left;
    case SDL_BUTTON_RIGHT:
        return InputCommon::MouseButton::Right;
    case SDL_BUTTON_MIDDLE:
        return InputCommon::MouseButton::Wheel;
    case SDL_BUTTON_X1:
        return InputCommon::MouseButton::Backward;
    case SDL_BUTTON_X2:
        return InputCommon::MouseButton::Forward;
    default:
        return InputCommon::MouseButton::Undefined;
    }
}

std::pair<float, float> EmuWindow_SDL2::MouseToTouchPos(s32 touch_x, s32 touch_y) const {
    int w, h;
    SDL_GetWindowSize(render_window, &w, &h);
    const float fx = static_cast<float>(touch_x) / w;
    const float fy = static_cast<float>(touch_y) / h;

    return {std::clamp<float>(fx, 0.0f, 1.0f), std::clamp<float>(fy, 0.0f, 1.0f)};
}

void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
    const auto mouse_button = SDLButtonToMouseButton(button);
    if (state == SDL_PRESSED) {
        const auto [touch_x, touch_y] = MouseToTouchPos(x, y);
        input_subsystem->GetMouse()->PressButton(x, y, mouse_button);
        input_subsystem->GetMouse()->PressMouseButton(mouse_button);
        input_subsystem->GetMouse()->PressTouchButton(touch_x, touch_y, mouse_button);
    } else {
        input_subsystem->GetMouse()->ReleaseButton(mouse_button);
    }
}

void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
    const auto [touch_x, touch_y] = MouseToTouchPos(x, y);
    input_subsystem->GetMouse()->Move(x, y, 0, 0);
    input_subsystem->GetMouse()->MouseMove(touch_x, touch_y);
    input_subsystem->GetMouse()->TouchMove(touch_x, touch_y);
}

void EmuWindow_SDL2::OnFingerDown(float x, float y, std::size_t id) {
    input_subsystem->GetTouchScreen()->TouchPressed(x, y, id);
}

void EmuWindow_SDL2::OnFingerMotion(float x, float y, std::size_t id) {
    input_subsystem->GetTouchScreen()->TouchMoved(x, y, id);
}

void EmuWindow_SDL2::OnFingerUp() {
    input_subsystem->GetTouchScreen()->ReleaseAllTouch();
}

void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
    if (state == SDL_PRESSED) {
        input_subsystem->GetKeyboard()->PressKey(static_cast<std::size_t>(key));
    } else if (state == SDL_RELEASED) {
        input_subsystem->GetKeyboard()->ReleaseKey(static_cast<std::size_t>(key));
    }
}

bool EmuWindow_SDL2::IsOpen() const {
    return is_open;
}

bool EmuWindow_SDL2::IsShown() const {
    return is_shown;
}

void EmuWindow_SDL2::OnResize() {
    int width, height;
    SDL_GL_GetDrawableSize(render_window, &width, &height);
    UpdateCurrentFramebufferLayout(width, height);
}

void EmuWindow_SDL2::ShowCursor(bool show_cursor) {
    SDL_ShowCursor(show_cursor ? SDL_ENABLE : SDL_DISABLE);
}

void EmuWindow_SDL2::Fullscreen() {
    SDL_DisplayMode display_mode;
    switch (Settings::values.fullscreen_mode.GetValue()) {
    case Settings::FullscreenMode::Exclusive:
        // Set window size to render size before entering fullscreen -- SDL2 does not resize window
        // to display dimensions automatically in this mode.
        if (SDL_GetDesktopDisplayMode(0, &display_mode) == 0) {
            SDL_SetWindowSize(render_window, display_mode.w, display_mode.h);
        } else {
            LOG_ERROR(Frontend, "SDL_GetDesktopDisplayMode failed: {}", SDL_GetError());
        }

        if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) {
            return;
        }

        LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());
        LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
        [[fallthrough]];
    case Settings::FullscreenMode::Borderless:
        if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
            return;
        }

        LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError());
        [[fallthrough]];
    default:
        // Fallback algorithm: Maximise window.
        // Works on all systems (unless something is seriously wrong), so no fallback for this one.
        LOG_INFO(Frontend, "Falling back on a maximised window...");
        SDL_MaximizeWindow(render_window);
        break;
    }
}

void EmuWindow_SDL2::WaitEvent() {
    // Called on main thread
    SDL_Event event;

    if (!SDL_WaitEvent(&event)) {
        const char* error = SDL_GetError();
        if (!error || strcmp(error, "") == 0) {
            // https://github.com/libsdl-org/SDL/issues/5780
            // Sometimes SDL will return without actually having hit an error condition;
            // just ignore it in this case.
            return;
        }

        LOG_CRITICAL(Frontend, "SDL_WaitEvent failed: {}", error);
        exit(1);
    }

    switch (event.type) {
    case SDL_WINDOWEVENT:
        switch (event.window.event) {
        case SDL_WINDOWEVENT_SIZE_CHANGED:
        case SDL_WINDOWEVENT_RESIZED:
        case SDL_WINDOWEVENT_MAXIMIZED:
        case SDL_WINDOWEVENT_RESTORED:
            OnResize();
            break;
        case SDL_WINDOWEVENT_MINIMIZED:
        case SDL_WINDOWEVENT_EXPOSED:
            is_shown = event.window.event == SDL_WINDOWEVENT_EXPOSED;
            OnResize();
            break;
        case SDL_WINDOWEVENT_CLOSE:
            is_open = false;
            break;
        }
        break;
    case SDL_KEYDOWN:
    case SDL_KEYUP:
        OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state);
        break;
    case SDL_MOUSEMOTION:
        // ignore if it came from touch
        if (event.button.which != SDL_TOUCH_MOUSEID)
            OnMouseMotion(event.motion.x, event.motion.y);
        break;
    case SDL_MOUSEBUTTONDOWN:
    case SDL_MOUSEBUTTONUP:
        // ignore if it came from touch
        if (event.button.which != SDL_TOUCH_MOUSEID) {
            OnMouseButton(event.button.button, event.button.state, event.button.x, event.button.y);
        }
        break;
    case SDL_FINGERDOWN:
        OnFingerDown(event.tfinger.x, event.tfinger.y,
                     static_cast<std::size_t>(event.tfinger.touchId));
        break;
    case SDL_FINGERMOTION:
        OnFingerMotion(event.tfinger.x, event.tfinger.y,
                       static_cast<std::size_t>(event.tfinger.touchId));
        break;
    case SDL_FINGERUP:
        OnFingerUp();
        break;
    case SDL_QUIT:
        is_open = false;
        break;
    default:
        break;
    }

    const u32 current_time = SDL_GetTicks();
    if (current_time > last_time + 2000) {
        const auto results = system.GetAndResetPerfStats();
        const auto title =
            fmt::format("yuzu {} | {}-{} | FPS: {:.0f} ({:.0f}%)", Common::g_build_fullname,
                        Common::g_scm_branch, Common::g_scm_desc, results.average_game_fps,
                        results.emulation_speed * 100.0);
        SDL_SetWindowTitle(render_window, title.c_str());
        last_time = current_time;
    }
}

// Credits to Samantas5855 and others for this function.
void EmuWindow_SDL2::SetWindowIcon() {
    SDL_RWops* const yuzu_icon_stream = SDL_RWFromConstMem((void*)yuzu_icon, yuzu_icon_size);
    if (yuzu_icon_stream == nullptr) {
        LOG_WARNING(Frontend, "Failed to create yuzu icon stream.");
        return;
    }
    SDL_Surface* const window_icon = SDL_LoadBMP_RW(yuzu_icon_stream, 1);
    if (window_icon == nullptr) {
        LOG_WARNING(Frontend, "Failed to read BMP from stream.");
        return;
    }
    // The icon is attached to the window pointer
    SDL_SetWindowIcon(render_window, window_icon);
    SDL_FreeSurface(window_icon);
}

void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
    SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
}