Dependencies: Remove GLFW, Add SDL2

citra: Remove GLFW, Add SDL2

FindSDL2: Do not CACHE SDL2_* variables if library is not found

EmuWindow_SDL2: Set minimal client area at initialisation time

EmuWindow_SDL2: Corrections

EmuWindow_SDL2: Fix no decorations on startup on OS X

cmake: windows_copy_files
This commit is contained in:
MerryMage 2016-03-01 17:24:18 +00:00
parent 2b00bdec1f
commit ba2a54a9dd
17 changed files with 551 additions and 304 deletions

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@ -13,18 +13,13 @@ if [ "$TRAVIS_OS_NAME" = "linux" -o -z "$TRAVIS_OS_NAME" ]; then
| tar -xz -C $HOME/.local --strip-components=1
(
git clone https://github.com/glfw/glfw.git --branch 3.1.1 --depth 1
mkdir glfw/build && cd glfw/build
cmake -DBUILD_SHARED_LIBS=ON \
-DGLFW_BUILD_EXAMPLES=OFF \
-DGLFW_BUILD_TESTS=OFF \
-DCMAKE_INSTALL_PREFIX=$HOME/.local \
..
wget http://libsdl.org/release/SDL2-2.0.4.tar.gz -O - | tar xz
cd SDL2-2.0.4
./configure --prefix=$HOME/.local
make -j4 && make install
)
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
brew update > /dev/null # silence the very verbose output
brew install qt5 glfw3
brew install qt5 sdl2
gem install xcpretty
fi

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@ -18,8 +18,6 @@ addons:
- gcc-4.9
- g++-4.9
- xorg-dev
- libglu1-mesa-dev
- libxcursor-dev
- lib32stdc++6 # For CMake
- lftp # To upload builds

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@ -35,8 +35,8 @@ endfunction()
project(citra)
option(ENABLE_GLFW "Enable the GLFW frontend" ON)
option(CITRA_USE_BUNDLED_GLFW "Download bundled GLFW binaries" OFF)
option(ENABLE_SDL2 "Enable the SDL2 frontend" ON)
option(CITRA_USE_BUNDLED_SDL2 "Download bundled SDL2 binaries" OFF)
option(ENABLE_QT "Enable the Qt frontend" ON)
option(CITRA_USE_BUNDLED_QT "Download bundled Qt binaries" OFF)
@ -135,34 +135,29 @@ list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/externals/cmake-modules")
find_package(OpenGL REQUIRED)
include_directories(${OPENGL_INCLUDE_DIR})
if (ENABLE_GLFW)
if (CITRA_USE_BUNDLED_GLFW)
if (ENABLE_SDL2)
if (CITRA_USE_BUNDLED_SDL2)
# Detect toolchain and platform
if (MSVC14 AND ARCHITECTURE_x86_64)
set(GLFW_VER "glfw-3.1.1-msvc2015_64")
elseif (MSVC12 AND ARCHITECTURE_x86_64)
set(GLFW_VER "glfw-3.1.1-msvc2013_64")
set(SDL2_VER "SDL2-2.0.4")
else()
message(FATAL_ERROR "No bundled GLFW binaries for your toolchain. Disable CITRA_USE_BUNDLED_GLFW and provide your own.")
message(FATAL_ERROR "No bundled SDL2 binaries for your toolchain. Disable CITRA_USE_BUNDLED_SDL2 and provide your own.")
endif()
if (DEFINED GLFW_VER)
download_bundled_external("glfw/" ${GLFW_VER} GLFW_PREFIX)
if (DEFINED SDL2_VER)
download_bundled_external("sdl2/" ${SDL2_VER} SDL2_PREFIX)
endif()
set(GLFW_INCLUDE_DIRS "${GLFW_PREFIX}/include" CACHE PATH "Path to GLFW3 headers")
set(GLFW_LIBRARY_DIRS "${GLFW_PREFIX}/lib" CACHE PATH "Path to GLFW3 libraries")
set(GLFW_LIBRARIES glfw3)
set(SDL2_INCLUDE_DIR "${SDL2_PREFIX}/include" CACHE PATH "Path to SDL2 headers")
set(SDL2_LIBRARY "${SDL2_PREFIX}/lib/x64/SDL2.lib" CACHE PATH "Path to SDL2 library")
set(SDL2_DLL_DIR "${SDL2_PREFIX}/lib/x64/" CACHE PATH "Path to SDL2.dll")
else()
find_package(PkgConfig REQUIRED)
pkg_search_module(GLFW REQUIRED glfw3)
find_package(SDL2 REQUIRED)
endif()
endif()
IF (APPLE)
FIND_LIBRARY(COCOA_LIBRARY Cocoa) # Umbrella framework for everything GUI-related
FIND_LIBRARY(IOKIT_LIBRARY IOKit) # GLFW dependency
FIND_LIBRARY(COREVIDEO_LIBRARY CoreVideo) # GLFW dependency
set(PLATFORM_LIBRARIES iconv ${COCOA_LIBRARY} ${IOKIT_LIBRARY} ${COREVIDEO_LIBRARY})
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")

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@ -19,7 +19,7 @@ install:
before_build:
- mkdir build
- cd build
- cmake -G "Visual Studio 14 2015 Win64" -DCITRA_USE_BUNDLED_GLFW=1 -DCITRA_USE_BUNDLED_QT=1 ..
- cmake -G "Visual Studio 14 2015 Win64" -DCITRA_USE_BUNDLED_QT=1 -DCITRA_USE_BUNDLED_SDL2=1 ..
- cd ..
after_build:

224
externals/cmake-modules/FindSDL2.cmake vendored Normal file
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@ -0,0 +1,224 @@
# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDLmain.h and SDLmain.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2DIR is an environment variable that would
# correspond to the ./configure --prefix=$SDL2DIR
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License").
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# CMake - Cross Platform Makefile Generator
# Copyright 2000-2016 Kitware, Inc.
# Copyright 2000-2011 Insight Software Consortium
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions
# are met:
#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
#
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
#
# * Neither the names of Kitware, Inc., the Insight Software Consortium,
# nor the names of their contributors may be used to endorse or promote
# products derived from this software without specific prior written
# permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
# HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#
# ------------------------------------------------------------------------------
#
# The above copyright and license notice applies to distributions of
# CMake in source and binary form. Some source files contain additional
# notices of original copyright by their contributors; see each source
# for details. Third-party software packages supplied with CMake under
# compatible licenses provide their own copyright notices documented in
# corresponding subdirectories.
#
# ------------------------------------------------------------------------------
#
# CMake was initially developed by Kitware with the following sponsorship:
#
# * National Library of Medicine at the National Institutes of Health
# as part of the Insight Segmentation and Registration Toolkit (ITK).
#
# * US National Labs (Los Alamos, Livermore, Sandia) ASC Parallel
# Visualization Initiative.
#
# * National Alliance for Medical Image Computing (NAMIC) is funded by the
# National Institutes of Health through the NIH Roadmap for Medical Research,
# Grant U54 EB005149.
#
# * Kitware, Inc.
#
message("<FindSDL2.cmake>")
SET(SDL2_SEARCH_PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
${SDL2_PATH}
)
FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2_SEARCH_PATHS}
)
IF(SDL2_LIBRARY_TEMP)
FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS ${SDL2_SEARCH_PATHS}
)
IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2_SEARCH_PATHS}
)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)
# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)
# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)
# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)
# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Unset the temp variable to INTERNAL so it is not seen in the CMake GUI
UNSET(SDL2_LIBRARY_TEMP)
ENDIF(SDL2_LIBRARY_TEMP)
message("</FindSDL2.cmake>")
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)

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@ -0,0 +1,28 @@
# Copyright 2016 Citra Emulator Project
# Licensed under GPLv2 or any later version
# Refer to the license.txt file included.
# This file provides the function windows_copy_files.
# This is only valid on Windows.
# Include guard
if(__windows_copy_files)
return()
endif()
set(__windows_copy_files YES)
# Any number of files to copy from SOURCE_DIR to DEST_DIR can be specified after DEST_DIR.
# This copying happens post-build.
function(windows_copy_files TARGET SOURCE_DIR DEST_DIR)
# windows commandline expects the / to be \ so switch them
string(REPLACE "/" "\\\\" SOURCE_DIR ${SOURCE_DIR})
string(REPLACE "/" "\\\\" DEST_DIR ${DEST_DIR})
# /NJH /NJS /NDL /NFL /NC /NS /NP - Silence any output
# cmake adds an extra check for command success which doesn't work too well with robocopy
# so trick it into thinking the command was successful with the || cmd /c "exit /b 0"
add_custom_command(TARGET ${TARGET} POST_BUILD
COMMAND if not exist ${DEST_DIR} mkdir ${DEST_DIR} 2> nul
COMMAND robocopy ${SOURCE_DIR} ${DEST_DIR} ${ARGN} /NJH /NJS /NDL /NFL /NC /NS /NP || cmd /c "exit /b 0"
)
endfunction()

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@ -5,7 +5,7 @@ add_subdirectory(common)
add_subdirectory(core)
add_subdirectory(video_core)
add_subdirectory(audio_core)
if (ENABLE_GLFW)
if (ENABLE_SDL2)
add_subdirectory(citra)
endif()
if (ENABLE_QT)

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@ -1,11 +1,11 @@
set(SRCS
emu_window/emu_window_glfw.cpp
emu_window/emu_window_sdl2.cpp
citra.cpp
config.cpp
citra.rc
)
set(HEADERS
emu_window/emu_window_glfw.h
emu_window/emu_window_sdl2.h
config.h
default_ini.h
resource.h
@ -13,12 +13,11 @@ set(HEADERS
create_directory_groups(${SRCS} ${HEADERS})
include_directories(${GLFW_INCLUDE_DIRS})
link_directories(${GLFW_LIBRARY_DIRS})
include_directories(${SDL2_INCLUDE_DIR})
add_executable(citra ${SRCS} ${HEADERS})
target_link_libraries(citra core video_core audio_core common)
target_link_libraries(citra ${GLFW_LIBRARIES} ${OPENGL_gl_LIBRARY} inih glad)
target_link_libraries(citra ${SDL2_LIBRARY} ${OPENGL_gl_LIBRARY} inih glad)
if (MSVC)
target_link_libraries(citra getopt)
endif()
@ -27,3 +26,13 @@ target_link_libraries(citra ${PLATFORM_LIBRARIES})
if(${CMAKE_SYSTEM_NAME} MATCHES "Linux|FreeBSD|OpenBSD|NetBSD")
install(TARGETS citra RUNTIME DESTINATION "${CMAKE_INSTALL_PREFIX}/bin")
endif()
if (MSVC)
include(WindowsCopyFiles)
set(DLL_DEST "${CMAKE_BINARY_DIR}/bin/$<CONFIG>/")
windows_copy_files(citra ${SDL2_DLL_DIR} ${DLL_DEST} SDL2.dll)
unset(DLL_DEST)
endif()

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@ -27,7 +27,7 @@
#include "core/loader/loader.h"
#include "citra/config.h"
#include "citra/emu_window/emu_window_glfw.h"
#include "citra/emu_window/emu_window_sdl2.h"
#include "video_core/video_core.h"
@ -76,7 +76,7 @@ int main(int argc, char **argv) {
GDBStub::ToggleServer(Settings::values.use_gdbstub);
GDBStub::SetServerPort(static_cast<u32>(Settings::values.gdbstub_port));
EmuWindow_GLFW* emu_window = new EmuWindow_GLFW;
EmuWindow_SDL2* emu_window = new EmuWindow_SDL2;
VideoCore::g_hw_renderer_enabled = Settings::values.use_hw_renderer;
VideoCore::g_shader_jit_enabled = Settings::values.use_shader_jit;

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@ -2,10 +2,10 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include <inih/cpp/INIReader.h>
#include <SDL.h>
#include "citra/default_ini.h"
#include "common/file_util.h"
@ -17,8 +17,8 @@
Config::Config() {
// TODO: Don't hardcode the path; let the frontend decide where to put the config files.
glfw_config_loc = FileUtil::GetUserPath(D_CONFIG_IDX) + "glfw-config.ini";
glfw_config = new INIReader(glfw_config_loc);
sdl2_config_loc = FileUtil::GetUserPath(D_CONFIG_IDX) + "sdl2-config.ini";
sdl2_config = new INIReader(sdl2_config_loc);
Reload();
}
@ -41,51 +41,51 @@ bool Config::LoadINI(INIReader* config, const char* location, const std::string&
}
static const std::array<int, Settings::NativeInput::NUM_INPUTS> defaults = {
GLFW_KEY_A, GLFW_KEY_S, GLFW_KEY_Z, GLFW_KEY_X,
GLFW_KEY_Q, GLFW_KEY_W, GLFW_KEY_1, GLFW_KEY_2,
GLFW_KEY_M, GLFW_KEY_N, GLFW_KEY_B,
GLFW_KEY_T, GLFW_KEY_G, GLFW_KEY_F, GLFW_KEY_H,
GLFW_KEY_UP, GLFW_KEY_DOWN, GLFW_KEY_LEFT, GLFW_KEY_RIGHT,
GLFW_KEY_I, GLFW_KEY_K, GLFW_KEY_J, GLFW_KEY_L
SDL_SCANCODE_A, SDL_SCANCODE_S, SDL_SCANCODE_Z, SDL_SCANCODE_X,
SDL_SCANCODE_Q, SDL_SCANCODE_W, SDL_SCANCODE_1, SDL_SCANCODE_2,
SDL_SCANCODE_M, SDL_SCANCODE_N, SDL_SCANCODE_B,
SDL_SCANCODE_T, SDL_SCANCODE_G, SDL_SCANCODE_F, SDL_SCANCODE_H,
SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT,
SDL_SCANCODE_I, SDL_SCANCODE_K, SDL_SCANCODE_J, SDL_SCANCODE_L
};
void Config::ReadValues() {
// Controls
for (int i = 0; i < Settings::NativeInput::NUM_INPUTS; ++i) {
Settings::values.input_mappings[Settings::NativeInput::All[i]] =
glfw_config->GetInteger("Controls", Settings::NativeInput::Mapping[i], defaults[i]);
sdl2_config->GetInteger("Controls", Settings::NativeInput::Mapping[i], defaults[i]);
}
// Core
Settings::values.frame_skip = glfw_config->GetInteger("Core", "frame_skip", 0);
Settings::values.frame_skip = sdl2_config->GetInteger("Core", "frame_skip", 0);
// Renderer
Settings::values.use_hw_renderer = glfw_config->GetBoolean("Renderer", "use_hw_renderer", false);
Settings::values.use_shader_jit = glfw_config->GetBoolean("Renderer", "use_shader_jit", true);
Settings::values.use_hw_renderer = sdl2_config->GetBoolean("Renderer", "use_hw_renderer", false);
Settings::values.use_shader_jit = sdl2_config->GetBoolean("Renderer", "use_shader_jit", true);
Settings::values.bg_red = (float)glfw_config->GetReal("Renderer", "bg_red", 1.0);
Settings::values.bg_green = (float)glfw_config->GetReal("Renderer", "bg_green", 1.0);
Settings::values.bg_blue = (float)glfw_config->GetReal("Renderer", "bg_blue", 1.0);
Settings::values.bg_red = (float)sdl2_config->GetReal("Renderer", "bg_red", 1.0);
Settings::values.bg_green = (float)sdl2_config->GetReal("Renderer", "bg_green", 1.0);
Settings::values.bg_blue = (float)sdl2_config->GetReal("Renderer", "bg_blue", 1.0);
// Data Storage
Settings::values.use_virtual_sd = glfw_config->GetBoolean("Data Storage", "use_virtual_sd", true);
Settings::values.use_virtual_sd = sdl2_config->GetBoolean("Data Storage", "use_virtual_sd", true);
// System Region
Settings::values.region_value = glfw_config->GetInteger("System Region", "region_value", 1);
Settings::values.region_value = sdl2_config->GetInteger("System Region", "region_value", 1);
// Miscellaneous
Settings::values.log_filter = glfw_config->Get("Miscellaneous", "log_filter", "*:Info");
Settings::values.log_filter = sdl2_config->Get("Miscellaneous", "log_filter", "*:Info");
// Debugging
Settings::values.use_gdbstub = glfw_config->GetBoolean("Debugging", "use_gdbstub", false);
Settings::values.gdbstub_port = glfw_config->GetInteger("Debugging", "gdbstub_port", 24689);
Settings::values.use_gdbstub = sdl2_config->GetBoolean("Debugging", "use_gdbstub", false);
Settings::values.gdbstub_port = sdl2_config->GetInteger("Debugging", "gdbstub_port", 24689);
}
void Config::Reload() {
LoadINI(glfw_config, glfw_config_loc.c_str(), DefaultINI::glfw_config_file);
LoadINI(sdl2_config, sdl2_config_loc.c_str(), DefaultINI::sdl2_config_file);
ReadValues();
}
Config::~Config() {
delete glfw_config;
delete sdl2_config;
}

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@ -9,8 +9,8 @@
class INIReader;
class Config {
INIReader* glfw_config;
std::string glfw_config_loc;
INIReader* sdl2_config;
std::string sdl2_config_loc;
bool LoadINI(INIReader* config, const char* location, const std::string& default_contents="", bool retry=true);
void ReadValues();

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@ -6,7 +6,7 @@
namespace DefaultINI {
const char* glfw_config_file = R"(
const char* sdl2_config_file = R"(
[Controls]
pad_start =
pad_select =

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@ -1,168 +0,0 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <cstdlib>
#include <string>
// Lets use our own GL header, instead of one from GLFW.
#include <glad/glad.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#include "common/assert.h"
#include "common/key_map.h"
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "common/string_util.h"
#include "video_core/video_core.h"
#include "core/settings.h"
#include "core/hle/service/hid/hid.h"
#include "citra/emu_window/emu_window_glfw.h"
EmuWindow_GLFW* EmuWindow_GLFW::GetEmuWindow(GLFWwindow* win) {
return static_cast<EmuWindow_GLFW*>(glfwGetWindowUserPointer(win));
}
void EmuWindow_GLFW::OnMouseButtonEvent(GLFWwindow* win, int button, int action, int mods) {
if (button == GLFW_MOUSE_BUTTON_LEFT) {
auto emu_window = GetEmuWindow(win);
auto layout = emu_window->GetFramebufferLayout();
double x, y;
glfwGetCursorPos(win, &x, &y);
if (action == GLFW_PRESS)
emu_window->TouchPressed(static_cast<unsigned>(x), static_cast<unsigned>(y));
else if (action == GLFW_RELEASE)
emu_window->TouchReleased();
}
}
void EmuWindow_GLFW::OnCursorPosEvent(GLFWwindow* win, double x, double y) {
GetEmuWindow(win)->TouchMoved(static_cast<unsigned>(std::max(x, 0.0)), static_cast<unsigned>(std::max(y, 0.0)));
}
/// Called by GLFW when a key event occurs
void EmuWindow_GLFW::OnKeyEvent(GLFWwindow* win, int key, int scancode, int action, int mods) {
auto emu_window = GetEmuWindow(win);
int keyboard_id = emu_window->keyboard_id;
if (action == GLFW_PRESS) {
emu_window->KeyPressed({key, keyboard_id});
} else if (action == GLFW_RELEASE) {
emu_window->KeyReleased({key, keyboard_id});
}
}
/// 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::OnFramebufferResizeEvent(GLFWwindow* win, int width, int height) {
GetEmuWindow(win)->NotifyFramebufferLayoutChanged(EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
}
void EmuWindow_GLFW::OnClientAreaResizeEvent(GLFWwindow* win, int width, int height) {
// NOTE: GLFW provides no proper way to set a minimal window size.
// Hence, we just ignore the corresponding EmuWindow hint.
OnFramebufferResizeEvent(win, width, height);
}
/// EmuWindow_GLFW constructor
EmuWindow_GLFW::EmuWindow_GLFW() {
keyboard_id = KeyMap::NewDeviceId();
ReloadSetKeymaps();
glfwSetErrorCallback([](int error, const char *desc){
LOG_ERROR(Frontend, "GLFW 0x%08x: %s", error, desc);
});
// Initialize the window
if(glfwInit() != GL_TRUE) {
LOG_CRITICAL(Frontend, "Failed to initialize GLFW! Exiting...");
exit(1);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
// 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);
std::string window_title = Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc);
m_render_window = glfwCreateWindow(VideoCore::kScreenTopWidth,
(VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight),
window_title.c_str(), nullptr, nullptr);
if (m_render_window == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create GLFW window! Exiting...");
exit(1);
}
glfwSetWindowUserPointer(m_render_window, this);
// Notify base interface about window state
int width, height;
glfwGetFramebufferSize(m_render_window, &width, &height);
OnFramebufferResizeEvent(m_render_window, width, height);
glfwGetWindowSize(m_render_window, &width, &height);
OnClientAreaResizeEvent(m_render_window, width, height);
// Setup callbacks
glfwSetKeyCallback(m_render_window, OnKeyEvent);
glfwSetMouseButtonCallback(m_render_window, OnMouseButtonEvent);
glfwSetCursorPosCallback(m_render_window, OnCursorPosEvent);
glfwSetFramebufferSizeCallback(m_render_window, OnFramebufferResizeEvent);
glfwSetWindowSizeCallback(m_render_window, OnClientAreaResizeEvent);
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(nullptr);
}
void EmuWindow_GLFW::ReloadSetKeymaps() {
for (int i = 0; i < Settings::NativeInput::NUM_INPUTS; ++i) {
KeyMap::SetKeyMapping({Settings::values.input_mappings[Settings::NativeInput::All[i]], keyboard_id}, Service::HID::pad_mapping[i]);
}
}
void EmuWindow_GLFW::OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) {
std::pair<int,int> current_size;
glfwGetWindowSize(m_render_window, &current_size.first, &current_size.second);
DEBUG_ASSERT((int)minimal_size.first > 0 && (int)minimal_size.second > 0);
int new_width = std::max(current_size.first, (int)minimal_size.first);
int new_height = std::max(current_size.second, (int)minimal_size.second);
if (current_size != std::make_pair(new_width, new_height))
glfwSetWindowSize(m_render_window, new_width, new_height);
}

View File

@ -1,54 +0,0 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <utility>
#include "common/emu_window.h"
struct GLFWwindow;
class EmuWindow_GLFW : public EmuWindow {
public:
EmuWindow_GLFW();
~EmuWindow_GLFW();
/// Swap buffers to display the next frame
void SwapBuffers() override;
/// Polls window events
void PollEvents() override;
/// Makes the graphics context current for the caller thread
void MakeCurrent() override;
/// Releases (dunno if this is the "right" word) the GLFW context from the caller thread
void DoneCurrent() override;
static void OnKeyEvent(GLFWwindow* win, int key, int scancode, int action, int mods);
static void OnMouseButtonEvent(GLFWwindow* window, int button, int action, int mods);
static void OnCursorPosEvent(GLFWwindow* window, double x, double y);
/// Whether the window is still open, and a close request hasn't yet been sent
const bool IsOpen();
static void OnClientAreaResizeEvent(GLFWwindow* win, int width, int height);
static void OnFramebufferResizeEvent(GLFWwindow* win, int width, int height);
void ReloadSetKeymaps() override;
private:
void OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) override;
static EmuWindow_GLFW* GetEmuWindow(GLFWwindow* win);
GLFWwindow* m_render_window; ///< Internal GLFW render window
/// Device id of keyboard for use with KeyMap
int keyboard_id;
};

View File

@ -0,0 +1,167 @@
// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <cstdlib>
#include <string>
#define SDL_MAIN_HANDLED
#include <SDL.h>
#include "common/key_map.h"
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "common/string_util.h"
#include "core/settings.h"
#include "core/hle/service/hid/hid.h"
#include "citra/emu_window/emu_window_sdl2.h"
#include "video_core/video_core.h"
void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
}
void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
if (button != SDL_BUTTON_LEFT)
return;
if (state == SDL_PRESSED) {
TouchPressed((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
} else {
TouchReleased();
}
}
void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
if (state == SDL_PRESSED) {
KeyPressed({ key, keyboard_id });
} else if (state == SDL_RELEASED) {
KeyReleased({ key, keyboard_id });
}
}
bool EmuWindow_SDL2::IsOpen() const {
return is_open;
}
void EmuWindow_SDL2::OnResize() {
int width, height;
SDL_GetWindowSize(render_window, &width, &height);
NotifyFramebufferLayoutChanged(EmuWindow::FramebufferLayout::DefaultScreenLayout(width, height));
}
EmuWindow_SDL2::EmuWindow_SDL2() {
keyboard_id = KeyMap::NewDeviceId();
ReloadSetKeymaps();
SDL_SetMainReady();
// Initialize the window
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
exit(1);
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
std::string window_title = Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc);
render_window = SDL_CreateWindow(window_title.c_str(),
SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position
VideoCore::kScreenTopWidth,
VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
if (render_window == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 window! Exiting...");
exit(1);
}
gl_context = SDL_GL_CreateContext(render_window);
if (gl_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context! Exiting...");
exit(1);
}
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
DoneCurrent();
}
EmuWindow_SDL2::~EmuWindow_SDL2() {
SDL_GL_DeleteContext(gl_context);
SDL_Quit();
}
void EmuWindow_SDL2::SwapBuffers() {
SDL_GL_SwapWindow(render_window);
}
void EmuWindow_SDL2::PollEvents() {
SDL_Event event;
// SDL_PollEvent returns 0 when there are no more events in the event queue
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
case SDL_WINDOWEVENT_MINIMIZED:
OnResize();
break;
case SDL_WINDOWEVENT_CLOSE:
is_open = false;
break;
}
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state);
break;
case SDL_MOUSEMOTION:
OnMouseMotion(event.motion.x, event.motion.y);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
OnMouseButton(event.button.button, event.button.state, event.button.x, event.button.y);
break;
case SDL_QUIT:
is_open = false;
break;
}
}
}
void EmuWindow_SDL2::MakeCurrent() {
SDL_GL_MakeCurrent(render_window, gl_context);
}
void EmuWindow_SDL2::DoneCurrent() {
SDL_GL_MakeCurrent(render_window, nullptr);
}
void EmuWindow_SDL2::ReloadSetKeymaps() {
for (int i = 0; i < Settings::NativeInput::NUM_INPUTS; ++i) {
KeyMap::SetKeyMapping({ Settings::values.input_mappings[Settings::NativeInput::All[i]], keyboard_id }, Service::HID::pad_mapping[i]);
}
}
void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(const std::pair<unsigned, unsigned>& minimal_size) {
SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
}

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@ -0,0 +1,64 @@
// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <utility>
#include "common/emu_window.h"
struct SDL_Window;
class EmuWindow_SDL2 : public EmuWindow {
public:
EmuWindow_SDL2();
~EmuWindow_SDL2();
/// Swap buffers to display the next frame
void SwapBuffers() override;
/// Polls window events
void PollEvents() override;
/// Makes the graphics context current for the caller thread
void MakeCurrent() override;
/// Releases the GL context from the caller thread
void DoneCurrent() override;
/// Whether the window is still open, and a close request hasn't yet been sent
bool IsOpen() const;
/// Load keymap from configuration
void ReloadSetKeymaps() override;
private:
/// Called by PollEvents when a key is pressed or released.
void OnKeyEvent(int key, u8 state);
/// Called by PollEvents when the mouse moves.
void OnMouseMotion(s32 x, s32 y);
/// Called by PollEvents when a mouse button is pressed or released
void OnMouseButton(u32 button, u8 state, s32 x, s32 y);
/// Called by PollEvents when any event that may cause the window to be resized occurs
void OnResize();
/// Called when a configuration change affects the minimal size of the window
void OnMinimalClientAreaChangeRequest(const std::pair<unsigned, unsigned>& minimal_size) override;
/// Is the window still open?
bool is_open = true;
/// Internal SDL2 render window
SDL_Window* render_window;
using SDL_GLContext = void *;
/// The OpenGL context associated with the window
SDL_GLContext gl_context;
/// Device id of keyboard for use with KeyMap
int keyboard_id;
};

View File

@ -88,9 +88,14 @@ if(${CMAKE_SYSTEM_NAME} MATCHES "Linux|FreeBSD|OpenBSD|NetBSD")
endif()
if (Qt5_FOUND AND MSVC)
include(WindowsCopyFiles)
set(Qt5_DLL_DIR "${Qt5_DIR}/../../../bin")
set(Qt5_PLATFORMS_DIR "${Qt5_DIR}/../../../plugins/platforms/")
set(Qt5_DLLS
set(DLL_DEST "${CMAKE_BINARY_DIR}/bin/$<CONFIG>/")
set(PLATFORMS ${DLL_DEST}platforms/)
windows_copy_files(citra-qt ${Qt5_DLL_DIR} ${DLL_DEST}
icudt*.dll
icuin*.dll
icuuc*.dll
@ -99,24 +104,8 @@ if (Qt5_FOUND AND MSVC)
Qt5OpenGL$<$<CONFIG:Debug>:d>.*
Qt5Widgets$<$<CONFIG:Debug>:d>.*
)
set(DLL_DEST "${CMAKE_BINARY_DIR}/bin/$<CONFIG>/")
set(PLATFORMS ${DLL_DEST}platforms/)
windows_copy_files(citra-qt ${Qt5_PLATFORMS_DIR} ${PLATFORMS} qwindows$<$<CONFIG:Debug>:d>.*)
# windows commandline expects the / to be \ so switch them
string(REPLACE "/" "\\\\" Qt5_DLL_DIR ${Qt5_DLL_DIR})
string(REPLACE "/" "\\\\" Qt5_PLATFORMS_DIR ${Qt5_PLATFORMS_DIR})
string(REPLACE "/" "\\\\" DLL_DEST ${DLL_DEST})
string(REPLACE "/" "\\\\" PLATFORMS ${PLATFORMS})
# /NJH /NJS /NDL /NFL /NC /NS /NP - Silence any output
# cmake adds an extra check for command success which doesn't work too well with robocopy
# so trick it into thinking the command was successful with the || cmd /c "exit /b 0"
add_custom_command(TARGET citra-qt POST_BUILD
COMMAND robocopy ${Qt5_DLL_DIR} ${DLL_DEST} ${Qt5_DLLS} /NJH /NJS /NDL /NFL /NC /NS /NP || cmd /c "exit /b 0"
COMMAND if not exist ${PLATFORMS} mkdir ${PLATFORMS} 2> nul
COMMAND robocopy ${Qt5_PLATFORMS_DIR} ${PLATFORMS} qwindows$<$<CONFIG:Debug>:d>.* /NJH /NJS /NDL /NFL /NC /NS /NP || cmd /c "exit /b 0"
)
unset(Qt5_DLLS)
unset(Qt5_DLL_DIR)
unset(Qt5_PLATFORMS_DIR)
unset(DLL_DEST)