80 lines
2.3 KiB
C++
80 lines
2.3 KiB
C++
// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <utility>
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#include "core/frontend/emu_window.h"
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struct SDL_Window;
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namespace Core {
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class System;
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}
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class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
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public:
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explicit EmuWindow_SDL2(Core::System& system, bool fullscreen);
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~EmuWindow_SDL2();
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/// Polls window events
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void PollEvents() override;
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/// Whether the window is still open, and a close request hasn't yet been sent
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bool IsOpen() const;
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/// Returns if window is shown (not minimized)
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bool IsShown() const override;
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/// Presents the next frame
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virtual void Present() = 0;
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protected:
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/// Called by PollEvents when a key is pressed or released.
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void OnKeyEvent(int key, u8 state);
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/// Called by PollEvents when the mouse moves.
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void OnMouseMotion(s32 x, s32 y);
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/// Called by PollEvents when a mouse button is pressed or released
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void OnMouseButton(u32 button, u8 state, s32 x, s32 y);
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/// Translates pixel position (0..1) to pixel positions
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std::pair<unsigned, unsigned> TouchToPixelPos(float touch_x, float touch_y) const;
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/// Called by PollEvents when a finger starts touching the touchscreen
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void OnFingerDown(float x, float y);
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/// Called by PollEvents when a finger moves while touching the touchscreen
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void OnFingerMotion(float x, float y);
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/// Called by PollEvents when a finger stops touching the touchscreen
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void OnFingerUp();
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/// Called by PollEvents when any event that may cause the window to be resized occurs
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void OnResize();
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/// Called when user passes the fullscreen parameter flag
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void Fullscreen();
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/// Called when a configuration change affects the minimal size of the window
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void OnMinimalClientAreaChangeRequest(std::pair<unsigned, unsigned> minimal_size) override;
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/// Instance of the system, used to access renderer for the presentation thread
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Core::System& system;
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/// Is the window still open?
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bool is_open = true;
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/// Is the window being shown?
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bool is_shown = true;
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/// Internal SDL2 render window
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SDL_Window* render_window{};
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/// Keeps track of how often to update the title bar during gameplay
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u32 last_time = 0;
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};
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