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path: root/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp
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// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.

#include <algorithm>
#include <cstdlib>
#include <string>
#define SDL_MAIN_HANDLED
#include <SDL.h>
#include <fmt/format.h>
#include <glad/glad.h>
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "common/string_util.h"
#include "core/settings.h"
#include "input_common/keyboard.h"
#include "input_common/main.h"
#include "input_common/motion_emu.h"
#include "input_common/sdl/sdl.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2.h"

class SDLGLContext : public Core::Frontend::GraphicsContext {
public:
    explicit SDLGLContext() {
        // create a hidden window to make the shared context against
        window = SDL_CreateWindow("", SDL_WINDOWPOS_UNDEFINED, // x position
                                  SDL_WINDOWPOS_UNDEFINED,     // y position
                                  Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
                                  SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN);
        context = SDL_GL_CreateContext(window);
    }

    ~SDLGLContext() {
        SDL_GL_DeleteContext(context);
        SDL_DestroyWindow(window);
    }

    void MakeCurrent() override {
        SDL_GL_MakeCurrent(window, context);
    }

    void DoneCurrent() override {
        SDL_GL_MakeCurrent(window, nullptr);
    }

    void SwapBuffers() override {}

private:
    SDL_Window* window;
    SDL_GLContext context;
};

void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
    TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
    InputCommon::GetMotionEmu()->Tilt(x, y);
}

void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
    if (button == SDL_BUTTON_LEFT) {
        if (state == SDL_PRESSED) {
            TouchPressed((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
        } else {
            TouchReleased();
        }
    } else if (button == SDL_BUTTON_RIGHT) {
        if (state == SDL_PRESSED) {
            InputCommon::GetMotionEmu()->BeginTilt(x, y);
        } else {
            InputCommon::GetMotionEmu()->EndTilt();
        }
    }
}

std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, float touch_y) const {
    int w, h;
    SDL_GetWindowSize(render_window, &w, &h);

    touch_x *= w;
    touch_y *= h;

    return {static_cast<unsigned>(std::max(std::round(touch_x), 0.0f)),
            static_cast<unsigned>(std::max(std::round(touch_y), 0.0f))};
}

void EmuWindow_SDL2::OnFingerDown(float x, float y) {
    // TODO(NeatNit): keep track of multitouch using the fingerID and a dictionary of some kind
    // This isn't critical because the best we can do when we have that is to average them, like the
    // 3DS does

    const auto [px, py] = TouchToPixelPos(x, y);
    TouchPressed(px, py);
}

void EmuWindow_SDL2::OnFingerMotion(float x, float y) {
    const auto [px, py] = TouchToPixelPos(x, y);
    TouchMoved(px, py);
}

void EmuWindow_SDL2::OnFingerUp() {
    TouchReleased();
}

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

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

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

void EmuWindow_SDL2::Fullscreen() {
    if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) {
        return;
    }

    LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());

    // Try a different fullscreening method
    LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
    if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
        return;
    }

    LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError());

    // 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);
}

bool EmuWindow_SDL2::SupportsRequiredGLExtensions() {
    std::vector<std::string> unsupported_ext;

    if (!GLAD_GL_ARB_direct_state_access)
        unsupported_ext.push_back("ARB_direct_state_access");
    if (!GLAD_GL_ARB_vertex_type_10f_11f_11f_rev)
        unsupported_ext.push_back("ARB_vertex_type_10f_11f_11f_rev");
    if (!GLAD_GL_ARB_texture_mirror_clamp_to_edge)
        unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge");
    if (!GLAD_GL_ARB_multi_bind)
        unsupported_ext.push_back("ARB_multi_bind");

    // Extensions required to support some texture formats.
    if (!GLAD_GL_EXT_texture_compression_s3tc)
        unsupported_ext.push_back("EXT_texture_compression_s3tc");
    if (!GLAD_GL_ARB_texture_compression_rgtc)
        unsupported_ext.push_back("ARB_texture_compression_rgtc");
    if (!GLAD_GL_ARB_depth_buffer_float)
        unsupported_ext.push_back("ARB_depth_buffer_float");

    for (const std::string& ext : unsupported_ext)
        LOG_CRITICAL(Frontend, "Unsupported GL extension: {}", ext);

    return unsupported_ext.empty();
}

EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
    InputCommon::Init();

    SDL_SetMainReady();

    // Initialize the window
    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
        LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
        exit(1);
    }

    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
    SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);

    std::string window_title = fmt::format("yuzu {} | {}-{}", Common::g_build_fullname,
                                           Common::g_scm_branch, Common::g_scm_desc);
    render_window =
        SDL_CreateWindow(window_title.c_str(),
                         SDL_WINDOWPOS_UNDEFINED, // x position
                         SDL_WINDOWPOS_UNDEFINED, // y position
                         Layout::ScreenUndocked::Width, Layout::ScreenUndocked::Height,
                         SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);

    if (render_window == nullptr) {
        LOG_CRITICAL(Frontend, "Failed to create SDL2 window! {}", SDL_GetError());
        exit(1);
    }

    if (fullscreen) {
        Fullscreen();
    }
    gl_context = SDL_GL_CreateContext(render_window);

    if (gl_context == nullptr) {
        LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context! {}", SDL_GetError());
        exit(1);
    }

    if (!gladLoadGLLoader(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
        LOG_CRITICAL(Frontend, "Failed to initialize GL functions! {}", SDL_GetError());
        exit(1);
    }

    if (!SupportsRequiredGLExtensions()) {
        LOG_CRITICAL(Frontend, "GPU does not support all required OpenGL extensions! Exiting...");
        exit(1);
    }

    OnResize();
    OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
    SDL_PumpEvents();
    SDL_GL_SetSwapInterval(false);
    LOG_INFO(Frontend, "yuzu Version: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch,
             Common::g_scm_desc);

    DoneCurrent();
}

EmuWindow_SDL2::~EmuWindow_SDL2() {
    InputCommon::SDL::CloseSDLJoysticks();
    SDL_GL_DeleteContext(gl_context);
    SDL_Quit();

    InputCommon::Shutdown();
}

void EmuWindow_SDL2::SwapBuffers() {
    SDL_GL_SwapWindow(render_window);
}

void EmuWindow_SDL2::PollEvents() {
    SDL_Event event;

    // SDL_PollEvent returns 0 when there are no more events in the event queue
    while (SDL_PollEvent(&event)) {
        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:
            case SDL_WINDOWEVENT_MINIMIZED:
                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);
            break;
        case SDL_FINGERMOTION:
            OnFingerMotion(event.tfinger.x, event.tfinger.y);
            break;
        case SDL_FINGERUP:
            OnFingerUp();
            break;
        case SDL_QUIT:
            is_open = false;
            break;
        default:
            InputCommon::SDL::HandleGameControllerEvent(event);
            break;
        }
    }
}

void EmuWindow_SDL2::MakeCurrent() {
    SDL_GL_MakeCurrent(render_window, gl_context);
}

void EmuWindow_SDL2::DoneCurrent() {
    SDL_GL_MakeCurrent(render_window, nullptr);
}

void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(
    const std::pair<unsigned, unsigned>& minimal_size) {

    SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
}

std::unique_ptr<Core::Frontend::GraphicsContext> EmuWindow_SDL2::CreateSharedContext() const {
    return std::make_unique<SDLGLContext>();
}