#pragma once #include "YBaseLib/String.h" #include "YBaseLib/Timer.h" #include "common/gl/program.h" #include "common/gl/texture.h" #include "core/host_display.h" #include "core/host_interface.h" #include #include #include #include #include #include class System; class AudioStream; class Controller; class SDLHostInterface final : public HostInterface { public: SDLHostInterface(); ~SDLHostInterface(); static std::unique_ptr Create(const char* filename = nullptr, const char* exp1_filename = nullptr, const char* save_state_filename = nullptr); static TinyString GetSaveStateFilename(u32 index); void ReportError(const char* message) override; void ReportMessage(const char* message) override; void Run(); private: enum class KeyboardControllerAction { Up, Down, Left, Right, Triangle, Cross, Square, Circle, L1, R1, L2, R2, Start, Select, Count }; using KeyboardControllerActionMap = std::array(KeyboardControllerAction::Count)>; struct ControllerData { SDL_GameController* controller; SDL_Haptic* haptic; u32 controller_index; float last_rumble_strength; }; static constexpr u32 NUM_QUICK_SAVE_STATES = 10; static constexpr char RESUME_SAVESTATE_FILENAME[] = "savestate_resume.bin"; bool HasSystem() const { return static_cast(m_system); } #ifdef WIN32 bool UseOpenGLRenderer() const { return m_settings.gpu_renderer == GPURenderer::HardwareOpenGL; } #else bool UseOpenGLRenderer() const { return true; } #endif bool CreateSDLWindow(); void DestroySDLWindow(); bool CreateDisplay(); void DestroyDisplay(); void CreateImGuiContext(); void CreateAudioStream(); void SaveSettings(); void QueueSwitchGPURenderer(); void SwitchGPURenderer(); void SwitchAudioBackend(); void UpdateFullscreen(); void UpdateControllerMapping(); // We only pass mouse input through if it's grabbed void DrawImGui(); void DoPowerOff(); void DoResume(); void DoStartDisc(); void DoStartBIOS(); void DoChangeDisc(); void DoLoadState(u32 index); void DoSaveState(u32 index); void DoTogglePause(); void DoFrameStep(); void DoToggleSoftwareRendering(); void DoToggleFullscreen(); void DoModifyInternalResolution(s32 increment); void HandleSDLEvent(const SDL_Event* event); void HandleSDLKeyEvent(const SDL_Event* event); void UpdateKeyboardControllerMapping(); bool HandleSDLKeyEventForController(const SDL_Event* event); bool OpenGameController(int index); bool CloseGameController(int index); void CloseGameControllers(); void UpdateControllerControllerMapping(); void HandleSDLControllerAxisEventForController(const SDL_Event* event); void HandleSDLControllerButtonEventForController(const SDL_Event* event); void UpdateControllerRumble(); void DrawMainMenuBar(); void DrawQuickSettingsMenu(); void DrawDebugMenu(); void DrawPoweredOffWindow(); void DrawSettingsWindow(); void DrawAboutWindow(); bool DrawFileChooser(const char* label, std::string* path, const char* filter = nullptr); SDL_Window* m_window = nullptr; std::unique_ptr m_app_icon_texture; std::string m_settings_filename; KeyboardControllerActionMap m_keyboard_button_mapping; std::map m_sdl_controllers; std::array m_controller_axis_mapping; std::array m_controller_button_mapping; u32 m_switch_gpu_renderer_event_id = 0; bool m_quit_request = false; bool m_frame_step_request = false; bool m_focus_main_menu_bar = false; bool m_settings_window_open = false; bool m_about_window_open = false; };