yuzu/src/citra/emu_window/emu_window_glfw.cpp
2014-08-14 23:59:31 -07:00

77 lines
2.2 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "common/common.h"
#include "video_core/video_core.h"
#include "citra/emu_window/emu_window_glfw.h"
static void OnKeyEvent(GLFWwindow* win, int key, int action) {
// TODO(bunnei): ImplementMe
}
static void OnWindowSizeEvent(GLFWwindow* win, int width, int height) {
EmuWindow_GLFW* emu_window = (EmuWindow_GLFW*)glfwGetWindowUserPointer(win);
emu_window->SetClientAreaWidth(width);
emu_window->SetClientAreaHeight(height);
}
/// EmuWindow_GLFW constructor
EmuWindow_GLFW::EmuWindow_GLFW() {
// Initialize the window
if(glfwInit() != GL_TRUE) {
printf("Failed to initialize GLFW! Exiting...");
exit(1);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
#if EMU_PLATFORM == PLATFORM_MACOSX
// 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);
#endif
m_render_window = glfwCreateWindow(VideoCore::kScreenTopWidth,
(VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight),
m_window_title.c_str(), NULL, NULL);
if (m_render_window == NULL) {
printf("Failed to create GLFW window! Exiting...");
exit(1);
}
// Setup callbacks
glfwSetWindowUserPointer(m_render_window, this);
//glfwSetKeyCallback(m_render_window, OnKeyEvent);
//glfwSetWindowSizeCallback(m_render_window, OnWindowSizeEvent);
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(NULL);
}