ebdae19fd2
This makes clang-format useful on those. Also add a bunch of forgotten transitive includes, which otherwise prevented compilation.
64 lines
1.8 KiB
C++
64 lines
1.8 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 <utility>
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#include "common/emu_window.h"
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struct SDL_Window;
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class EmuWindow_SDL2 : public EmuWindow {
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public:
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EmuWindow_SDL2();
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~EmuWindow_SDL2();
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/// Swap buffers to display the next frame
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void SwapBuffers() override;
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/// Polls window events
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void PollEvents() override;
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/// Makes the graphics context current for the caller thread
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void MakeCurrent() override;
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/// Releases the GL context from the caller thread
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void DoneCurrent() 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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/// Load keymap from configuration
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void ReloadSetKeymaps() override;
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private:
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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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/// 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 a configuration change affects the minimal size of the window
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void OnMinimalClientAreaChangeRequest(
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const std::pair<unsigned, unsigned>& minimal_size) override;
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/// Is the window still open?
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bool is_open = true;
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/// Internal SDL2 render window
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SDL_Window* render_window;
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using SDL_GLContext = void*;
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/// The OpenGL context associated with the window
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SDL_GLContext gl_context;
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/// Device id of keyboard for use with KeyMap
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int keyboard_id;
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};
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