221a9b023d
The view is scaled to be as large as possible, without changing the aspect, within the bounds of the window. On "retina" displays, or other displays where window units != pixels, the view should no longer draw incorrectly.
44 lines
1.1 KiB
C++
44 lines
1.1 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include <GLFW/glfw3.h>
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#include "common/emu_window.h"
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class EmuWindow_GLFW : public EmuWindow {
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public:
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EmuWindow_GLFW();
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~EmuWindow_GLFW();
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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 (dunno if this is the "right" word) the GLFW context from the caller thread
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void DoneCurrent() override;
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static void OnKeyEvent(GLFWwindow* win, int key, int scancode, int action, int mods);
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/// Whether the window is still open, and a close request hasn't yet been sent
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const bool IsOpen();
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void ReloadSetKeymaps() override;
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/// Gets the size of the window in pixels
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void GetFramebufferSize(int* fbWidth, int* fbHeight);
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private:
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GLFWwindow* m_render_window; ///< Internal GLFW render window
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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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