// Copyright 2016 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include "common/common_types.h" #include "core/frontend/emu_window.h" union SDL_Event; struct SDL_Window; namespace Core { class System; } class EmuWindow_SDL2 : public Frontend::EmuWindow { public: explicit EmuWindow_SDL2(Core::System& system_, bool is_secondary); ~EmuWindow_SDL2(); /// Initializes SDL2 static void InitializeSDL2(); /// Presents the most recent frame from the video backend virtual void Present() {} /// Polls window events void PollEvents() override; /// Whether the window is still open, and a close request hasn't yet been sent bool IsOpen() const; /// Close the window. void RequestClose(); protected: /// Gets the ID of the window an event originated from. u32 GetEventWindowId(const SDL_Event& event) const; /// 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); /// Translates pixel position (0..1) to pixel positions std::pair TouchToPixelPos(float touch_x, float touch_y) const; /// Called by PollEvents when a finger starts touching the touchscreen void OnFingerDown(float x, float y); /// Called by PollEvents when a finger moves while touching the touchscreen void OnFingerMotion(float x, float y); /// Called by PollEvents when a finger stops touching the touchscreen void OnFingerUp(); /// Called by PollEvents when any event that may cause the window to be resized occurs void OnResize(); /// Called when user passes the fullscreen parameter flag void Fullscreen(); /// Called when a configuration change affects the minimal size of the window void OnMinimalClientAreaChangeRequest(std::pair minimal_size) override; /// Called when polling to update framerate void UpdateFramerateCounter(); /// Is the window still open? bool is_open = true; /// Internal SDL2 render window SDL_Window* render_window; /// Internal SDL2 window ID u32 render_window_id{}; /// Fake hidden window for the core context SDL_Window* dummy_window; /// Keeps track of how often to update the title bar during gameplay u32 last_time = 0; Core::System& system; };