mirror of
https://git.eden-emu.dev/eden-emu/eden
synced 2026-05-21 09:37:03 +02:00
271 lines
9.2 KiB
C++
271 lines
9.2 KiB
C++
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
|
|
// SPDX-License-Identifier: GPL-3.0-or-later
|
|
|
|
// SPDX-FileCopyrightText: 2016 Citra Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#include <SDL3/SDL.h>
|
|
|
|
#include "common/logging.h"
|
|
#include "common/scm_rev.h"
|
|
#include "common/settings.h"
|
|
#include "core/core.h"
|
|
#include "core/perf_stats.h"
|
|
#include "hid_core/hid_core.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_sdl3.h"
|
|
#include "yuzu_cmd/yuzu_icon.h"
|
|
|
|
EmuWindow_SDL3::EmuWindow_SDL3(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_)
|
|
: input_subsystem{input_subsystem_}, system{system_} {
|
|
input_subsystem->Initialize();
|
|
#ifdef __OPENORBIS__
|
|
if (!SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD)) {
|
|
LOG_CRITICAL(Frontend, "Failed to initialize SDL3: {}, Exiting...", SDL_GetError());
|
|
exit(1);
|
|
}
|
|
#else
|
|
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD)) {
|
|
LOG_CRITICAL(Frontend, "Failed to initialize SDL3: {}, Exiting...", SDL_GetError());
|
|
exit(1);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
EmuWindow_SDL3::~EmuWindow_SDL3() {
|
|
system.HIDCore().UnloadInputDevices();
|
|
input_subsystem->Shutdown();
|
|
SDL_Quit();
|
|
}
|
|
|
|
InputCommon::MouseButton EmuWindow_SDL3::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;
|
|
}
|
|
}
|
|
|
|
/// @brief Translates pixel position to float position
|
|
EmuWindow_SDL3::FloatPairNonHFA EmuWindow_SDL3::MouseToTouchPos(s32 touch_x, s32 touch_y) const {
|
|
int w = 0, h = 0;
|
|
SDL_GetWindowSize(render_window, &w, &h);
|
|
const float fx = float(touch_x) / w;
|
|
const float fy = float(touch_y) / h;
|
|
return {
|
|
std::clamp<float>(fx, 0.0f, 1.0f),
|
|
std::clamp<float>(fy, 0.0f, 1.0f),
|
|
0
|
|
};
|
|
}
|
|
|
|
void EmuWindow_SDL3::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
|
|
const auto mouse_button = SDLButtonToMouseButton(button);
|
|
if (state != 0) {
|
|
auto const [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_SDL3::OnMouseMotion(s32 x, s32 y) {
|
|
auto const [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_SDL3::OnFingerDown(float x, float y, std::size_t id) {
|
|
input_subsystem->GetTouchScreen()->TouchPressed(x, y, id);
|
|
}
|
|
|
|
void EmuWindow_SDL3::OnFingerMotion(float x, float y, std::size_t id) {
|
|
input_subsystem->GetTouchScreen()->TouchMoved(x, y, id);
|
|
}
|
|
|
|
void EmuWindow_SDL3::OnFingerUp() {
|
|
input_subsystem->GetTouchScreen()->ReleaseAllTouch();
|
|
}
|
|
|
|
void EmuWindow_SDL3::OnKeyEvent(int key, u8 state) {
|
|
if (state != 0) {
|
|
input_subsystem->GetKeyboard()->PressKey(static_cast<std::size_t>(key));
|
|
} else {
|
|
input_subsystem->GetKeyboard()->ReleaseKey(static_cast<std::size_t>(key));
|
|
}
|
|
}
|
|
|
|
bool EmuWindow_SDL3::IsOpen() const {
|
|
return is_open;
|
|
}
|
|
|
|
bool EmuWindow_SDL3::IsShown() const {
|
|
return is_shown;
|
|
}
|
|
|
|
void EmuWindow_SDL3::OnResize() {
|
|
int width, height;
|
|
SDL_GetWindowSizeInPixels(render_window, &width, &height);
|
|
UpdateCurrentFramebufferLayout(width, height);
|
|
}
|
|
|
|
void EmuWindow_SDL3::ShowCursor(bool show_cursor) {
|
|
if (show_cursor) {
|
|
SDL_ShowCursor();
|
|
} else {
|
|
SDL_HideCursor();
|
|
}
|
|
}
|
|
|
|
void EmuWindow_SDL3::Fullscreen() {
|
|
SDL_DisplayMode display_mode;
|
|
switch (Settings::values.fullscreen_mode.GetValue()) {
|
|
case Settings::FullscreenMode::Exclusive:
|
|
// Set window size to render size before entering fullscreen in exclusive mode.
|
|
if (const SDL_DisplayMode* display_mode_ptr =
|
|
SDL_GetDesktopDisplayMode(SDL_GetDisplayForWindow(render_window))) {
|
|
display_mode = *display_mode_ptr;
|
|
SDL_SetWindowSize(render_window, display_mode.w, display_mode.h);
|
|
SDL_SetWindowFullscreenMode(render_window, &display_mode);
|
|
} else {
|
|
LOG_ERROR(Frontend, "SDL_GetDesktopDisplayMode failed: {}", SDL_GetError());
|
|
}
|
|
|
|
if (SDL_SetWindowFullscreen(render_window, true)) {
|
|
return;
|
|
}
|
|
|
|
LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());
|
|
LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
|
|
[[fallthrough]];
|
|
case Settings::FullscreenMode::Borderless:
|
|
SDL_SetWindowFullscreenMode(render_window, nullptr);
|
|
if (SDL_SetWindowFullscreen(render_window, true)) {
|
|
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_SDL3::WaitEvent() {
|
|
// Called on main thread
|
|
SDL_Event event{};
|
|
|
|
if (!SDL_WaitEventTimeout(&event, -1)) {
|
|
const char* error = SDL_GetError();
|
|
if (!error || strlen(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_EVENT_WINDOW_RESIZED:
|
|
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
|
|
case SDL_EVENT_WINDOW_MAXIMIZED:
|
|
case SDL_EVENT_WINDOW_RESTORED:
|
|
OnResize();
|
|
break;
|
|
case SDL_EVENT_WINDOW_MINIMIZED:
|
|
is_shown = false;
|
|
OnResize();
|
|
break;
|
|
case SDL_EVENT_WINDOW_EXPOSED:
|
|
is_shown = true;
|
|
OnResize();
|
|
break;
|
|
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
|
|
is_open = false;
|
|
break;
|
|
case SDL_EVENT_KEY_DOWN:
|
|
case SDL_EVENT_KEY_UP:
|
|
OnKeyEvent(static_cast<int>(event.key.scancode), event.key.down ? 1 : 0);
|
|
break;
|
|
case SDL_EVENT_MOUSE_MOTION:
|
|
// ignore if it came from touch
|
|
if (event.button.which != SDL_TOUCH_MOUSEID)
|
|
OnMouseMotion(event.motion.x, event.motion.y);
|
|
break;
|
|
case SDL_EVENT_MOUSE_BUTTON_DOWN:
|
|
case SDL_EVENT_MOUSE_BUTTON_UP:
|
|
// ignore if it came from touch
|
|
if (event.button.which != SDL_TOUCH_MOUSEID) {
|
|
OnMouseButton(event.button.button, event.button.down ? 1 : 0,
|
|
static_cast<s32>(event.button.x), static_cast<s32>(event.button.y));
|
|
}
|
|
break;
|
|
case SDL_EVENT_FINGER_DOWN:
|
|
OnFingerDown(event.tfinger.x, event.tfinger.y,
|
|
static_cast<std::size_t>(event.tfinger.touchID));
|
|
break;
|
|
case SDL_EVENT_FINGER_MOTION:
|
|
OnFingerMotion(event.tfinger.x, event.tfinger.y,
|
|
static_cast<std::size_t>(event.tfinger.touchID));
|
|
break;
|
|
case SDL_EVENT_FINGER_UP:
|
|
OnFingerUp();
|
|
break;
|
|
case SDL_EVENT_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("{} | {}-{} | 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_SDL3::SetWindowIcon() {
|
|
SDL_IOStream* const yuzu_icon_stream = SDL_IOFromConstMem((void*)yuzu_icon, yuzu_icon_size);
|
|
if (yuzu_icon_stream == nullptr) {
|
|
LOG_WARNING(Frontend, "Failed to create Eden icon stream.");
|
|
return;
|
|
}
|
|
SDL_Surface* const window_icon = SDL_LoadBMP_IO(yuzu_icon_stream, true);
|
|
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_DestroySurface(window_icon);
|
|
}
|
|
|
|
void EmuWindow_SDL3::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
|
|
SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
|
|
}
|