/** * Copyright (C) 2013 Citra Emulator * * @file emu_window_glfw.cpp * @author ShizZy * @date 2013-09-04 * @brief Implementation implementation of EmuWindow class for GLFW * * @section LICENSE * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License as * published by the Free Software Foundation; either version 2 of * the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details at * http://www.gnu.org/copyleft/gpl.html * * Official project repository can be found at: * http://code.google.com/p/gekko-gc-emu/ */ #include "common.h" #include "video_core.h" #include "emu_window_glfw.h" static void OnKeyEvent(GLFWwindow* win, int key, int action) { // EmuWindow_GLFW* emuwin = (EmuWindow_GLFW*)glfwGetWindowUserPointer(win); //input_common::GCController::GCButtonState state; //if (action == GLFW_PRESS) { // state = input_common::GCController::PRESSED; //} else { // state = input_common::GCController::RELEASED; //} // for (int channel = 0; channel < 4 && emuwin->controller_interface(); ++channel) { // emuwin->controller_interface()->SetControllerStatus(channel, key, state); // } } static void OnWindowSizeEvent(GLFWwindow* win, int width, int height) { EmuWindow_GLFW* emuwin = (EmuWindow_GLFW*)glfwGetWindowUserPointer(win); emuwin->set_client_area_width(width); emuwin->set_client_area_height(height); } /// EmuWindow_GLFW constructor EmuWindow_GLFW::EmuWindow_GLFW() { // 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, 1); render_window_ = glfwCreateWindow(VideoCore::kScreenTopWidth, (VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight), "citra", NULL, NULL); // Setup callbacks glfwSetWindowUserPointer(render_window_, this); //glfwSetKeyCallback(render_window_, OnKeyEvent); //glfwSetWindowSizeCallback(render_window_, OnWindowSizeEvent); DoneCurrent(); } /// EmuWindow_GLFW destructor EmuWindow_GLFW::~EmuWindow_GLFW() { glfwTerminate(); } /// Swap buffers to display the next frame void EmuWindow_GLFW::SwapBuffers() { glfwSwapBuffers(render_window_); } /// Polls window events void EmuWindow_GLFW::PollEvents() { // TODO(ShizZy): Does this belong here? This is a reasonable place to update the window title // from the main thread, but this should probably be in an event handler... static char title[128]; sprintf(title, "%s (FPS: %02.02f)", window_title_.c_str(), 0.0f); glfwSetWindowTitle(render_window_, title); glfwPollEvents(); } /// Makes the GLFW OpenGL context current for the caller thread void EmuWindow_GLFW::MakeCurrent() { glfwMakeContextCurrent(render_window_); } /// Releases (dunno if this is the "right" word) the GLFW context from the caller thread void EmuWindow_GLFW::DoneCurrent() { glfwMakeContextCurrent(NULL); }