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#pragma GCC diagnostic ignored "-Wmissing-declarations"
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: 2016 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <cstdlib>
#include <cstdio>
#include <chrono>
#include <array>
#include <SDL3/SDL.h>
#include <SDL3/SDL_timer.h>
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
#include "common/logging.h"
#include "common/scm_rev.h"
#include "common/settings.h"
#include "core/core.h"
#include "core/perf_stats.h"
#include "hid_core/hid_core.h"
#include "input_common/drivers/keyboard.h"
#include "input_common/drivers/mouse.h"
#include "input_common/drivers/touch_screen.h"
#include "input_common/main.h"
#include "yuzu_cmd/emu_window/emu_window_sdl3.h"
#include "yuzu_cmd/yuzu_icon.h"
EmuWindow_SDL3::EmuWindow_SDL3(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_)
: input_subsystem{input_subsystem_}, system{system_} {
input_subsystem->Initialize();
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD)) {
LOG_CRITICAL(Frontend, "Failed to initialize SDL3: {}, Exiting...", SDL_GetError());
exit(1);
}
titlebar_timer = SDL_AddTimer(2000, [](void *userdata, SDL_TimerID, Uint32) -> Uint32 {
auto* this_ = (EmuWindow_SDL3*)userdata;
auto const results = this_->system.GetAndResetPerfStats();
auto* const title = new std::string(fmt::format("{} | {}-{} | FPS: {:.0f} ({:.0f}%)", Common::g_build_fullname, Common::g_scm_branch, Common::g_scm_desc, results.average_game_fps, results.emulation_speed * 100.0f));
// Timers run on their own thread and AppKit throws when a title is set off the main
// thread: ApplyPendingTitle sets it from the main loop.
delete this_->pending_title.exchange(title);
return 2000;
}, this);
mouse_timer = SDL_AddTimer(100, [](void *userdata, SDL_TimerID, Uint32) -> Uint32 {
auto* this_ = (EmuWindow_SDL3*)userdata;
// The timer can fire before the input subsystem has created its mouse driver.
if (auto* const mouse = this_->input_subsystem->GetMouse()) {
mouse->NotifyChanged();
}
return 100;
}, this);
}
EmuWindow_SDL3::~EmuWindow_SDL3() {
SDL_RemoveTimer(titlebar_timer);
SDL_RemoveTimer(mouse_timer);
delete pending_title.exchange(nullptr);
system.HIDCore().UnloadInputDevices();
input_subsystem->Shutdown();
SDL_Quit();
}
InputCommon::MouseButton EmuWindow_SDL3::SDLButtonToMouseButton(u32 button) const {
switch (button) {
case SDL_BUTTON_LEFT:
return InputCommon::MouseButton::Left;
case SDL_BUTTON_RIGHT:
return InputCommon::MouseButton::Right;
case SDL_BUTTON_MIDDLE:
return InputCommon::MouseButton::Wheel;
case SDL_BUTTON_X1:
return InputCommon::MouseButton::Backward;
case SDL_BUTTON_X2:
return InputCommon::MouseButton::Forward;
default:
return InputCommon::MouseButton::Undefined;
}
}
/// @brief Translates pixel position to float position
EmuWindow_SDL3::FloatPairNonHFA EmuWindow_SDL3::MouseToTouchPos(s32 touch_x, s32 touch_y) const {
int w = 0, h = 0;
SDL_GetWindowSize(render_window, &w, &h);
const float fx = float(touch_x) / w;
const float fy = float(touch_y) / h;
return {
std::clamp<float>(fx, 0.0f, 1.0f),
std::clamp<float>(fy, 0.0f, 1.0f),
0
};
}
void EmuWindow_SDL3::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
const auto mouse_button = SDLButtonToMouseButton(button);
if (state != 0) {
auto const [touch_x, touch_y, _] = MouseToTouchPos(x, y);
input_subsystem->GetMouse()->PressButton(x, y, mouse_button);
input_subsystem->GetMouse()->PressMouseButton(mouse_button);
input_subsystem->GetMouse()->PressTouchButton(touch_x, touch_y, mouse_button);
} else {
input_subsystem->GetMouse()->ReleaseButton(mouse_button);
}
input_subsystem->GetMouse()->NotifyChanged();
}
void EmuWindow_SDL3::OnMouseMotion(s32 x, s32 y) {
auto const [touch_x, touch_y, _] = MouseToTouchPos(x, y);
input_subsystem->GetMouse()->Move(x, y, 0, 0);
input_subsystem->GetMouse()->MouseMove(touch_x, touch_y);
input_subsystem->GetMouse()->TouchMove(touch_x, touch_y);
input_subsystem->GetMouse()->NotifyChanged();
}
void EmuWindow_SDL3::OnFingerDown(float x, float y, std::size_t id) {
input_subsystem->GetTouchScreen()->TouchPressed(x, y, id);
}
void EmuWindow_SDL3::OnFingerMotion(float x, float y, std::size_t id) {
input_subsystem->GetTouchScreen()->TouchMoved(x, y, id);
}
void EmuWindow_SDL3::OnFingerUp() {
input_subsystem->GetTouchScreen()->ReleaseAllTouch();
}
// Seconds since the first frame; shared by the key script (yuzu.cpp) and key recording.
double Nx2KeyClockSeconds() {
static const auto begin = std::chrono::steady_clock::now();
return std::chrono::duration<double>(std::chrono::steady_clock::now() - begin).count();
}
void EmuWindow_SDL3::OnKeyEvent(int key, u8 state) {
// EDEN_NX2_KEY_RECORD=<file>: append each press/release ("seconds:code", "seconds:-code").
static std::FILE* const record = [] {
const char* path = std::getenv("EDEN_NX2_KEY_RECORD");
return path ? std::fopen(path, "w") : nullptr;
}();
static std::array<bool, 512> held{};
if (record && key >= 0 && key < static_cast<int>(held.size()) && held[key] != (state != 0)) {
held[key] = state != 0;
std::fprintf(record, "f%llu:%s%d,",
static_cast<unsigned long long>(Core::g_nx2_present_count.load()),
state != 0 ? "" : "-", key);
std::fflush(record);
}
if (state != 0) {
input_subsystem->GetKeyboard()->PressKey(static_cast<std::size_t>(key));
} else {
input_subsystem->GetKeyboard()->ReleaseKey(static_cast<std::size_t>(key));
}
}
bool EmuWindow_SDL3::IsOpen() const {
return is_open;
}
void EmuWindow_SDL3::ApplyPendingTitle() {
if (std::string* const title = pending_title.exchange(nullptr)) {
SDL_SetWindowTitle(render_window, title->c_str());
delete title;
}
}
bool EmuWindow_SDL3::IsShown() const {
return is_shown;
}
void EmuWindow_SDL3::OnResize() {
int width, height;
SDL_GetWindowSizeInPixels(render_window, &width, &height);
UpdateCurrentFramebufferLayout(width, height);
}
void EmuWindow_SDL3::ShowCursor(bool show_cursor) {
if (show_cursor) {
SDL_ShowCursor();
} else {
SDL_HideCursor();
}
}
void EmuWindow_SDL3::Fullscreen() {
SDL_DisplayMode display_mode;
switch (Settings::values.fullscreen_mode.GetValue()) {
case Settings::FullscreenMode::Exclusive:
// Set window size to render size before entering fullscreen in exclusive mode.
if (const SDL_DisplayMode* display_mode_ptr = SDL_GetDesktopDisplayMode(SDL_GetDisplayForWindow(render_window))) {
display_mode = *display_mode_ptr;
SDL_SetWindowSize(render_window, display_mode.w, display_mode.h);
SDL_SetWindowFullscreenMode(render_window, &display_mode);
} else {
LOG_ERROR(Frontend, "SDL_GetDesktopDisplayMode failed: {}", SDL_GetError());
}
if (SDL_SetWindowFullscreen(render_window, true)) {
return;
}
LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());
LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
[[fallthrough]];
case Settings::FullscreenMode::Borderless:
SDL_SetWindowFullscreenMode(render_window, nullptr);
if (SDL_SetWindowFullscreen(render_window, true)) {
return;
}
LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError());
[[fallthrough]];
default:
// Fallback algorithm: Maximise window.
// Works on all systems (unless something is seriously wrong), so no fallback for this one.
LOG_INFO(Frontend, "Falling back on a maximised window...");
SDL_MaximizeWindow(render_window);
break;
}
}
void EmuWindow_SDL3::OnEvent(SDL_Event& event) {
// Notice how we skip the "update title" aspect on most events
// this is because some WMs do NOT like changing titles while resizing
// so let's just... not do that, thanks :)
// Afterall we don't really expect the user to pay attention to the titlebar
// while they're moving a lot of shit around...
switch (event.type) {
case SDL_EVENT_WINDOW_RESIZED:
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
case SDL_EVENT_WINDOW_MAXIMIZED:
case SDL_EVENT_WINDOW_RESTORED:
return OnResize();
case SDL_EVENT_WINDOW_MINIMIZED:
is_shown = false;
return OnResize();
case SDL_EVENT_WINDOW_EXPOSED:
is_shown = true;
return OnResize();
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
LOG_INFO(Frontend, "Window close requested");
is_open = false;
return;
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
return OnKeyEvent(int(event.key.scancode), event.key.down ? 1 : 0);
case SDL_EVENT_MOUSE_MOTION:
// ignore if it came from touch
if (event.button.which != SDL_TOUCH_MOUSEID)
OnMouseMotion(event.motion.x, event.motion.y);
return;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP:
// ignore if it came from touch
if (event.button.which != SDL_TOUCH_MOUSEID)
OnMouseButton(event.button.button, event.button.down ? 1 : 0, s32(event.button.x), s32(event.button.y));
return;
case SDL_EVENT_FINGER_DOWN:
return OnFingerDown(event.tfinger.x, event.tfinger.y, std::size_t(event.tfinger.touchID));
case SDL_EVENT_FINGER_MOTION:
return OnFingerMotion(event.tfinger.x, event.tfinger.y, std::size_t(event.tfinger.touchID));
case SDL_EVENT_FINGER_UP:
return OnFingerUp();
case SDL_EVENT_QUIT:
LOG_INFO(Frontend, "Quit requested");
is_open = false;
return;
default:
break;
}
}
// Credits to Samantas5855 and others for this function.
void EmuWindow_SDL3::SetWindowIcon() {
#if defined(__EMSCRIPTEN__) || defined(__wasi__)
// Icons do not work yet
#else
SDL_IOStream* const yuzu_icon_stream = SDL_IOFromConstMem((void*)yuzu_icon, yuzu_icon_size);
if (yuzu_icon_stream == nullptr) {
LOG_WARNING(Frontend, "Failed to create Eden icon stream.");
return;
}
SDL_Surface* const window_icon = SDL_LoadBMP_IO(yuzu_icon_stream, true);
if (window_icon == nullptr) {
LOG_WARNING(Frontend, "Failed to read BMP from stream.");
return;
}
// The icon is attached to the window pointer
SDL_SetWindowIcon(render_window, window_icon);
SDL_DestroySurface(window_icon);
#endif
}
void EmuWindow_SDL3::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
}
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