// 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); }