yuzu/src/citra/emu_window/emu_window_glfw.cpp
Kevin Hartman 221a9b023d Viewport scaling and display density independence
The view is scaled to be as large as possible, without changing the aspect, within the bounds of the window.
On "retina" displays, or other displays where window units != pixels, the view should no longer draw incorrectly.
2014-11-18 13:06:05 +01:00

118 lines
4.2 KiB
C++

// 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;
}
void EmuWindow_GLFW::GetFramebufferSize(int* fbWidth, int* fbHeight) {
glfwGetFramebufferSize(m_render_window, fbWidth, fbHeight);
}
/// 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);
}