mirror of
https://github.com/yuzu-mirror/yuzu
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50415f68a5
Since SDL2 does not automatically resize the canvas when entering fullscreen mode, resize the window to desktop display dimensions.
253 lines
8.4 KiB
C++
253 lines
8.4 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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#include <SDL.h>
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#include "common/logging/log.h"
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#include "common/scm_rev.h"
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#include "common/settings.h"
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#include "core/core.h"
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#include "core/perf_stats.h"
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#include "input_common/drivers/keyboard.h"
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#include "input_common/drivers/mouse.h"
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#include "input_common/drivers/touch_screen.h"
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#include "input_common/main.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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#include "yuzu_cmd/yuzu_icon.h"
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EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_)
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: input_subsystem{input_subsystem_}, system{system_} {
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
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LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
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exit(1);
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}
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input_subsystem->Initialize();
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SDL_SetMainReady();
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}
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EmuWindow_SDL2::~EmuWindow_SDL2() {
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input_subsystem->Shutdown();
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SDL_Quit();
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}
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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input_subsystem->GetMouse()->MouseMove(x, y, 0, 0, 0, 0);
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}
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InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
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switch (button) {
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case SDL_BUTTON_LEFT:
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return InputCommon::MouseButton::Left;
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case SDL_BUTTON_RIGHT:
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return InputCommon::MouseButton::Right;
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case SDL_BUTTON_MIDDLE:
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return InputCommon::MouseButton::Wheel;
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case SDL_BUTTON_X1:
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return InputCommon::MouseButton::Backward;
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case SDL_BUTTON_X2:
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return InputCommon::MouseButton::Forward;
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default:
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return InputCommon::MouseButton::Undefined;
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}
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}
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void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
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const auto mouse_button = SDLButtonToMouseButton(button);
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if (state == SDL_PRESSED) {
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input_subsystem->GetMouse()->PressButton(x, y, 0, 0, mouse_button);
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} else {
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input_subsystem->GetMouse()->ReleaseButton(mouse_button);
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}
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}
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std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, float touch_y) const {
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int w, h;
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SDL_GetWindowSize(render_window, &w, &h);
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touch_x *= w;
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touch_y *= h;
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return {static_cast<unsigned>(std::max(std::round(touch_x), 0.0f)),
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static_cast<unsigned>(std::max(std::round(touch_y), 0.0f))};
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}
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void EmuWindow_SDL2::OnFingerDown(float x, float y, std::size_t id) {
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int width, height;
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SDL_GetWindowSize(render_window, &width, &height);
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const auto [px, py] = TouchToPixelPos(x, y);
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const float fx = px * 1.0f / width;
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const float fy = py * 1.0f / height;
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input_subsystem->GetTouchScreen()->TouchPressed(fx, fy, id);
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}
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void EmuWindow_SDL2::OnFingerMotion(float x, float y, std::size_t id) {
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int width, height;
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SDL_GetWindowSize(render_window, &width, &height);
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const auto [px, py] = TouchToPixelPos(x, y);
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const float fx = px * 1.0f / width;
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const float fy = py * 1.0f / height;
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input_subsystem->GetTouchScreen()->TouchMoved(fx, fy, id);
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}
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void EmuWindow_SDL2::OnFingerUp() {
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input_subsystem->GetTouchScreen()->TouchReleased(0);
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}
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void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
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if (state == SDL_PRESSED) {
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input_subsystem->GetKeyboard()->PressKey(static_cast<std::size_t>(key));
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} else if (state == SDL_RELEASED) {
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input_subsystem->GetKeyboard()->ReleaseKey(static_cast<std::size_t>(key));
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}
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}
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bool EmuWindow_SDL2::IsOpen() const {
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return is_open;
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}
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bool EmuWindow_SDL2::IsShown() const {
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return is_shown;
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}
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void EmuWindow_SDL2::OnResize() {
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int width, height;
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SDL_GetWindowSize(render_window, &width, &height);
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UpdateCurrentFramebufferLayout(width, height);
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}
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void EmuWindow_SDL2::ShowCursor(bool show_cursor) {
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SDL_ShowCursor(show_cursor ? SDL_ENABLE : SDL_DISABLE);
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}
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void EmuWindow_SDL2::Fullscreen() {
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SDL_DisplayMode display_mode;
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switch (Settings::values.fullscreen_mode.GetValue()) {
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case Settings::FullscreenMode::Exclusive:
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// Set window size to render size before entering fullscreen -- SDL2 does not resize window
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// to display dimensions automatically in this mode.
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if (SDL_GetDesktopDisplayMode(0, &display_mode) == 0) {
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SDL_SetWindowSize(render_window, display_mode.w, display_mode.h);
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} else {
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LOG_ERROR(Frontend, "SDL_GetDesktopDisplayMode failed: {}", SDL_GetError());
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}
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) {
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return;
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}
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LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());
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LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
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[[fallthrough]];
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case Settings::FullscreenMode::Borderless:
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if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
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return;
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}
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LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError());
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[[fallthrough]];
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default:
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// Fallback algorithm: Maximise window.
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// Works on all systems (unless something is seriously wrong), so no fallback for this one.
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LOG_INFO(Frontend, "Falling back on a maximised window...");
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SDL_MaximizeWindow(render_window);
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break;
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}
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}
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void EmuWindow_SDL2::WaitEvent() {
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// Called on main thread
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SDL_Event event;
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if (!SDL_WaitEvent(&event)) {
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LOG_CRITICAL(Frontend, "SDL_WaitEvent failed: {}", SDL_GetError());
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exit(1);
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}
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switch (event.type) {
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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case SDL_WINDOWEVENT_RESIZED:
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case SDL_WINDOWEVENT_MAXIMIZED:
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case SDL_WINDOWEVENT_RESTORED:
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OnResize();
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break;
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case SDL_WINDOWEVENT_MINIMIZED:
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case SDL_WINDOWEVENT_EXPOSED:
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is_shown = event.window.event == SDL_WINDOWEVENT_EXPOSED;
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OnResize();
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break;
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case SDL_WINDOWEVENT_CLOSE:
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is_open = false;
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break;
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}
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break;
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state);
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break;
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case SDL_MOUSEMOTION:
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// ignore if it came from touch
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if (event.button.which != SDL_TOUCH_MOUSEID)
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OnMouseMotion(event.motion.x, event.motion.y);
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break;
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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// ignore if it came from touch
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if (event.button.which != SDL_TOUCH_MOUSEID) {
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OnMouseButton(event.button.button, event.button.state, event.button.x, event.button.y);
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}
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break;
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case SDL_FINGERDOWN:
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OnFingerDown(event.tfinger.x, event.tfinger.y,
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static_cast<std::size_t>(event.tfinger.touchId));
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break;
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case SDL_FINGERMOTION:
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OnFingerMotion(event.tfinger.x, event.tfinger.y,
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static_cast<std::size_t>(event.tfinger.touchId));
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break;
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case SDL_FINGERUP:
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OnFingerUp();
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break;
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case SDL_QUIT:
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is_open = false;
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break;
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default:
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break;
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}
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const u32 current_time = SDL_GetTicks();
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if (current_time > last_time + 2000) {
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const auto results = system.GetAndResetPerfStats();
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const auto title =
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fmt::format("yuzu {} | {}-{} | FPS: {:.0f} ({:.0f}%)", Common::g_build_fullname,
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Common::g_scm_branch, Common::g_scm_desc, results.average_game_fps,
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results.emulation_speed * 100.0);
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SDL_SetWindowTitle(render_window, title.c_str());
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last_time = current_time;
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}
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}
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// Credits to Samantas5855 and others for this function.
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void EmuWindow_SDL2::SetWindowIcon() {
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SDL_RWops* const yuzu_icon_stream = SDL_RWFromConstMem((void*)yuzu_icon, yuzu_icon_size);
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if (yuzu_icon_stream == nullptr) {
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LOG_WARNING(Frontend, "Failed to create yuzu icon stream.");
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return;
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}
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SDL_Surface* const window_icon = SDL_LoadBMP_RW(yuzu_icon_stream, 1);
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if (window_icon == nullptr) {
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LOG_WARNING(Frontend, "Failed to read BMP from stream.");
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return;
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}
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// The icon is attached to the window pointer
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SDL_SetWindowIcon(render_window, window_icon);
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SDL_FreeSurface(window_icon);
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}
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void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
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SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
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}
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