// SPDX-FileCopyrightText: 2016 Citra Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include #include "common/logging/log.h" #include "common/scm_rev.h" #include "common/settings.h" #include "core/core.h" #include "core/hid/hid_core.h" #include "core/perf_stats.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_sdl2.h" #include "yuzu_cmd/yuzu_icon.h" EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_) : input_subsystem{input_subsystem_}, system{system_} { if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) { LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting..."); exit(1); } input_subsystem->Initialize(); SDL_SetMainReady(); } EmuWindow_SDL2::~EmuWindow_SDL2() { system.HIDCore().UnloadInputDevices(); input_subsystem->Shutdown(); SDL_Quit(); } InputCommon::MouseButton EmuWindow_SDL2::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; } } std::pair EmuWindow_SDL2::MouseToTouchPos(s32 touch_x, s32 touch_y) const { int w, h; SDL_GetWindowSize(render_window, &w, &h); const float fx = static_cast(touch_x) / w; const float fy = static_cast(touch_y) / h; return {std::clamp(fx, 0.0f, 1.0f), std::clamp(fy, 0.0f, 1.0f)}; } void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) { const auto mouse_button = SDLButtonToMouseButton(button); if (state == SDL_PRESSED) { const auto [touch_x, touch_y] = MouseToTouchPos(x, y); input_subsystem->GetMouse()->PressButton(x, y, touch_x, touch_y, mouse_button); } else { input_subsystem->GetMouse()->ReleaseButton(mouse_button); } } void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) { const auto [touch_x, touch_y] = MouseToTouchPos(x, y); input_subsystem->GetMouse()->MouseMove(x, y, touch_x, touch_y, 0, 0); } void EmuWindow_SDL2::OnFingerDown(float x, float y, std::size_t id) { input_subsystem->GetTouchScreen()->TouchPressed(x, y, id); } void EmuWindow_SDL2::OnFingerMotion(float x, float y, std::size_t id) { input_subsystem->GetTouchScreen()->TouchMoved(x, y, id); } void EmuWindow_SDL2::OnFingerUp() { input_subsystem->GetTouchScreen()->ReleaseAllTouch(); } void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) { if (state == SDL_PRESSED) { input_subsystem->GetKeyboard()->PressKey(static_cast(key)); } else if (state == SDL_RELEASED) { input_subsystem->GetKeyboard()->ReleaseKey(static_cast(key)); } } bool EmuWindow_SDL2::IsOpen() const { return is_open; } bool EmuWindow_SDL2::IsShown() const { return is_shown; } void EmuWindow_SDL2::OnResize() { int width, height; SDL_GL_GetDrawableSize(render_window, &width, &height); UpdateCurrentFramebufferLayout(width, height); } void EmuWindow_SDL2::ShowCursor(bool show_cursor) { SDL_ShowCursor(show_cursor ? SDL_ENABLE : SDL_DISABLE); } void EmuWindow_SDL2::Fullscreen() { SDL_DisplayMode display_mode; switch (Settings::values.fullscreen_mode.GetValue()) { case Settings::FullscreenMode::Exclusive: // Set window size to render size before entering fullscreen -- SDL2 does not resize window // to display dimensions automatically in this mode. if (SDL_GetDesktopDisplayMode(0, &display_mode) == 0) { SDL_SetWindowSize(render_window, display_mode.w, display_mode.h); } else { LOG_ERROR(Frontend, "SDL_GetDesktopDisplayMode failed: {}", SDL_GetError()); } if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) { return; } LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError()); LOG_INFO(Frontend, "Attempting to use borderless fullscreen..."); [[fallthrough]]; case Settings::FullscreenMode::Borderless: if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) { 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_SDL2::WaitEvent() { // Called on main thread SDL_Event event; if (!SDL_WaitEvent(&event)) { const char* error = SDL_GetError(); if (!error || strcmp(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_WINDOWEVENT: switch (event.window.event) { case SDL_WINDOWEVENT_SIZE_CHANGED: case SDL_WINDOWEVENT_RESIZED: case SDL_WINDOWEVENT_MAXIMIZED: case SDL_WINDOWEVENT_RESTORED: OnResize(); break; case SDL_WINDOWEVENT_MINIMIZED: case SDL_WINDOWEVENT_EXPOSED: is_shown = event.window.event == SDL_WINDOWEVENT_EXPOSED; OnResize(); break; case SDL_WINDOWEVENT_CLOSE: is_open = false; break; } break; case SDL_KEYDOWN: case SDL_KEYUP: OnKeyEvent(static_cast(event.key.keysym.scancode), event.key.state); break; case SDL_MOUSEMOTION: // ignore if it came from touch if (event.button.which != SDL_TOUCH_MOUSEID) OnMouseMotion(event.motion.x, event.motion.y); 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: OnFingerDown(event.tfinger.x, event.tfinger.y, static_cast(event.tfinger.touchId)); break; case SDL_FINGERMOTION: OnFingerMotion(event.tfinger.x, event.tfinger.y, static_cast(event.tfinger.touchId)); break; case SDL_FINGERUP: OnFingerUp(); break; case SDL_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("yuzu {} | {}-{} | 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_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); } void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair minimal_size) { SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second); }