chore: make yuzu REUSE compliant
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-05-15 00:06:02 +00:00
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// SPDX-FileCopyrightText: 2016 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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2016-03-01 17:24:18 +00:00
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#include <SDL.h>
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2021-04-18 04:40:31 +00:00
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2016-03-01 17:24:18 +00:00
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#include "common/logging/log.h"
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2019-09-22 13:40:57 +00:00
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#include "common/scm_rev.h"
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2021-07-21 23:48:03 +00:00
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#include "common/settings.h"
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2019-09-22 13:40:57 +00:00
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#include "core/core.h"
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2022-11-26 15:28:04 +00:00
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#include "core/hid/hid_core.h"
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2019-10-04 22:14:11 +00:00
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#include "core/perf_stats.h"
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2021-09-21 00:40:00 +00:00
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#include "input_common/drivers/keyboard.h"
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#include "input_common/drivers/mouse.h"
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#include "input_common/drivers/touch_screen.h"
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2017-01-21 09:53:03 +00:00
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#include "input_common/main.h"
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2018-01-12 03:38:17 +00:00
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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2021-02-14 08:20:41 +00:00
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#include "yuzu_cmd/yuzu_icon.h"
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2018-01-12 03:38:17 +00:00
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2021-07-30 14:43:58 +00:00
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EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_)
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: input_subsystem{input_subsystem_}, system{system_} {
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2023-02-04 16:59:14 +00:00
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input_subsystem->Initialize();
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) < 0) {
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2019-05-25 20:47:13 +00:00
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LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
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exit(1);
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2019-01-12 06:03:52 +00:00
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}
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2019-05-25 20:47:13 +00:00
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SDL_SetMainReady();
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}
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2019-01-12 06:03:52 +00:00
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2019-05-25 20:47:13 +00:00
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EmuWindow_SDL2::~EmuWindow_SDL2() {
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2022-11-26 15:28:04 +00:00
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system.HIDCore().UnloadInputDevices();
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2020-08-27 19:16:47 +00:00
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input_subsystem->Shutdown();
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2019-05-25 20:47:13 +00:00
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SDL_Quit();
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}
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2019-01-12 06:03:52 +00:00
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2021-09-21 00:40:00 +00:00
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InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
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2021-02-24 02:39:02 +00:00
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switch (button) {
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case SDL_BUTTON_LEFT:
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2021-09-21 00:40:00 +00:00
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return InputCommon::MouseButton::Left;
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2021-02-24 02:39:02 +00:00
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case SDL_BUTTON_RIGHT:
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2021-09-21 00:40:00 +00:00
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return InputCommon::MouseButton::Right;
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2021-02-24 02:39:02 +00:00
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case SDL_BUTTON_MIDDLE:
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2021-09-21 00:40:00 +00:00
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return InputCommon::MouseButton::Wheel;
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2021-02-24 02:39:02 +00:00
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case SDL_BUTTON_X1:
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2021-09-21 00:40:00 +00:00
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return InputCommon::MouseButton::Backward;
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2021-02-24 02:39:02 +00:00
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case SDL_BUTTON_X2:
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2021-09-21 00:40:00 +00:00
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return InputCommon::MouseButton::Forward;
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2021-02-24 02:39:02 +00:00
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default:
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2021-09-21 00:40:00 +00:00
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return InputCommon::MouseButton::Undefined;
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2021-02-24 02:39:02 +00:00
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}
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}
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2023-02-04 16:31:12 +00:00
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std::pair<float, float> EmuWindow_SDL2::MouseToTouchPos(s32 touch_x, s32 touch_y) const {
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int w, h;
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SDL_GetWindowSize(render_window, &w, &h);
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const float fx = static_cast<float>(touch_x) / w;
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const float fy = static_cast<float>(touch_y) / h;
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return {std::clamp<float>(fx, 0.0f, 1.0f), std::clamp<float>(fy, 0.0f, 1.0f)};
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}
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2016-03-01 17:24:18 +00:00
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void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
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2021-02-24 02:39:02 +00:00
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const auto mouse_button = SDLButtonToMouseButton(button);
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2021-09-21 00:40:00 +00:00
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if (state == SDL_PRESSED) {
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2023-02-04 16:31:12 +00:00
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const auto [touch_x, touch_y] = MouseToTouchPos(x, y);
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input_subsystem->GetMouse()->PressButton(x, y, touch_x, touch_y, mouse_button);
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2021-02-24 02:39:02 +00:00
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} else {
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2021-09-21 00:40:00 +00:00
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input_subsystem->GetMouse()->ReleaseButton(mouse_button);
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2016-03-01 17:24:18 +00:00
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}
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}
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2023-02-04 16:31:12 +00:00
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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const auto [touch_x, touch_y] = MouseToTouchPos(x, y);
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input_subsystem->GetMouse()->MouseMove(x, y, touch_x, touch_y, 0, 0);
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2018-10-01 19:42:49 +00:00
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}
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2021-09-21 00:40:00 +00:00
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void EmuWindow_SDL2::OnFingerDown(float x, float y, std::size_t id) {
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2023-02-04 16:31:12 +00:00
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input_subsystem->GetTouchScreen()->TouchPressed(x, y, id);
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2018-10-01 19:42:49 +00:00
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}
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2021-09-21 00:40:00 +00:00
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void EmuWindow_SDL2::OnFingerMotion(float x, float y, std::size_t id) {
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2023-02-04 16:31:12 +00:00
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input_subsystem->GetTouchScreen()->TouchMoved(x, y, id);
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2018-10-01 19:42:49 +00:00
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}
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void EmuWindow_SDL2::OnFingerUp() {
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2022-05-23 01:34:32 +00:00
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input_subsystem->GetTouchScreen()->ReleaseAllTouch();
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2018-10-01 19:42:49 +00:00
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}
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2016-03-01 17:24:18 +00:00
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void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
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if (state == SDL_PRESSED) {
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2021-09-21 00:40:00 +00:00
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input_subsystem->GetKeyboard()->PressKey(static_cast<std::size_t>(key));
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2016-03-01 17:24:18 +00:00
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} else if (state == SDL_RELEASED) {
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2021-09-21 00:40:00 +00:00
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input_subsystem->GetKeyboard()->ReleaseKey(static_cast<std::size_t>(key));
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2016-03-01 17:24:18 +00:00
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}
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}
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bool EmuWindow_SDL2::IsOpen() const {
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return is_open;
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}
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2020-01-21 19:40:53 +00:00
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bool EmuWindow_SDL2::IsShown() const {
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return is_shown;
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}
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2016-03-01 17:24:18 +00:00
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void EmuWindow_SDL2::OnResize() {
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int width, height;
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2022-11-20 22:46:53 +00:00
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SDL_GL_GetDrawableSize(render_window, &width, &height);
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2016-05-03 06:07:17 +00:00
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UpdateCurrentFramebufferLayout(width, height);
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2016-03-01 17:24:18 +00:00
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}
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2021-08-01 19:46:13 +00:00
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void EmuWindow_SDL2::ShowCursor(bool show_cursor) {
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SDL_ShowCursor(show_cursor ? SDL_ENABLE : SDL_DISABLE);
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}
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2018-04-21 07:52:34 +00:00
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void EmuWindow_SDL2::Fullscreen() {
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2022-03-15 08:28:08 +00:00
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SDL_DisplayMode display_mode;
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2021-07-21 23:48:03 +00:00
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switch (Settings::values.fullscreen_mode.GetValue()) {
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2021-07-23 14:11:42 +00:00
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case Settings::FullscreenMode::Exclusive:
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2022-03-15 08:28:08 +00:00
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// Set window size to render size before entering fullscreen -- SDL2 does not resize window
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// to display dimensions automatically in this mode.
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if (SDL_GetDesktopDisplayMode(0, &display_mode) == 0) {
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SDL_SetWindowSize(render_window, display_mode.w, display_mode.h);
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} else {
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LOG_ERROR(Frontend, "SDL_GetDesktopDisplayMode failed: {}", SDL_GetError());
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2021-07-21 23:48:03 +00:00
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}
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2018-04-21 07:52:34 +00:00
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2021-07-21 23:48:03 +00:00
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) {
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return;
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}
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2021-07-21 18:56:42 +00:00
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2021-07-21 23:48:03 +00:00
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LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());
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LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
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[[fallthrough]];
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2021-07-23 14:11:42 +00:00
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case Settings::FullscreenMode::Borderless:
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2021-07-21 23:48:03 +00:00
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
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return;
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}
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2021-07-21 18:56:42 +00:00
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2021-07-21 23:48:03 +00:00
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LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError());
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[[fallthrough]];
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default:
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// Fallback algorithm: Maximise window.
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// Works on all systems (unless something is seriously wrong), so no fallback for this one.
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LOG_INFO(Frontend, "Falling back on a maximised window...");
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SDL_MaximizeWindow(render_window);
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break;
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}
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2018-04-21 07:52:34 +00:00
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}
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Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
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void EmuWindow_SDL2::WaitEvent() {
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// Called on main thread
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2016-03-01 17:24:18 +00:00
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SDL_Event event;
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Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
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if (!SDL_WaitEvent(&event)) {
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2022-06-10 16:49:18 +00:00
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const char* error = SDL_GetError();
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if (!error || strcmp(error, "") == 0) {
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// https://github.com/libsdl-org/SDL/issues/5780
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// Sometimes SDL will return without actually having hit an error condition;
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// just ignore it in this case.
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return;
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}
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LOG_CRITICAL(Frontend, "SDL_WaitEvent failed: {}", error);
|
Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
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exit(1);
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}
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switch (event.type) {
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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case SDL_WINDOWEVENT_RESIZED:
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case SDL_WINDOWEVENT_MAXIMIZED:
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case SDL_WINDOWEVENT_RESTORED:
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OnResize();
|
2018-10-01 19:42:49 +00:00
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break;
|
Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
|
|
|
case SDL_WINDOWEVENT_MINIMIZED:
|
|
|
|
case SDL_WINDOWEVENT_EXPOSED:
|
|
|
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is_shown = event.window.event == SDL_WINDOWEVENT_EXPOSED;
|
|
|
|
OnResize();
|
2016-03-01 17:24:18 +00:00
|
|
|
break;
|
Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
|
|
|
case SDL_WINDOWEVENT_CLOSE:
|
2016-03-01 17:24:18 +00:00
|
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|
is_open = false;
|
|
|
|
break;
|
|
|
|
}
|
Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
|
|
|
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)
|
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|
|
OnMouseMotion(event.motion.x, event.motion.y);
|
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|
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:
|
2021-09-21 00:40:00 +00:00
|
|
|
OnFingerDown(event.tfinger.x, event.tfinger.y,
|
|
|
|
static_cast<std::size_t>(event.tfinger.touchId));
|
Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
|
|
|
break;
|
|
|
|
case SDL_FINGERMOTION:
|
2021-09-21 00:40:00 +00:00
|
|
|
OnFingerMotion(event.tfinger.x, event.tfinger.y,
|
|
|
|
static_cast<std::size_t>(event.tfinger.touchId));
|
Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-22 21:05:18 +00:00
|
|
|
break;
|
|
|
|
case SDL_FINGERUP:
|
|
|
|
OnFingerUp();
|
|
|
|
break;
|
|
|
|
case SDL_QUIT:
|
|
|
|
is_open = false;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
2016-03-01 17:24:18 +00:00
|
|
|
}
|
2019-09-22 13:40:57 +00:00
|
|
|
|
|
|
|
const u32 current_time = SDL_GetTicks();
|
|
|
|
if (current_time > last_time + 2000) {
|
2021-07-30 14:43:58 +00:00
|
|
|
const auto results = system.GetAndResetPerfStats();
|
2020-04-23 01:46:30 +00:00
|
|
|
const auto title =
|
|
|
|
fmt::format("yuzu {} | {}-{} | FPS: {:.0f} ({:.0f}%)", Common::g_build_fullname,
|
2021-05-16 00:34:20 +00:00
|
|
|
Common::g_scm_branch, Common::g_scm_desc, results.average_game_fps,
|
2020-04-23 01:46:30 +00:00
|
|
|
results.emulation_speed * 100.0);
|
2019-09-22 13:40:57 +00:00
|
|
|
SDL_SetWindowTitle(render_window, title.c_str());
|
|
|
|
last_time = current_time;
|
|
|
|
}
|
2016-03-01 17:24:18 +00:00
|
|
|
}
|
|
|
|
|
2021-08-08 15:34:43 +00:00
|
|
|
// Credits to Samantas5855 and others for this function.
|
2021-02-14 08:20:41 +00:00
|
|
|
void EmuWindow_SDL2::SetWindowIcon() {
|
|
|
|
SDL_RWops* const yuzu_icon_stream = SDL_RWFromConstMem((void*)yuzu_icon, yuzu_icon_size);
|
|
|
|
if (yuzu_icon_stream == nullptr) {
|
|
|
|
LOG_WARNING(Frontend, "Failed to create yuzu icon stream.");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
SDL_Surface* const window_icon = SDL_LoadBMP_RW(yuzu_icon_stream, 1);
|
|
|
|
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_FreeSurface(window_icon);
|
|
|
|
}
|
|
|
|
|
2021-04-23 15:17:33 +00:00
|
|
|
void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
|
2016-03-01 17:24:18 +00:00
|
|
|
SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
|
|
|
|
}
|