Drop the SDL Frontend (#103)
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Not needed for most people, just ended up confusing more people than anything

Co-authored-by: OpenSauce <48618519+opensauce04@users.noreply.github.com>
This commit is contained in:
kleidis 2024-09-14 22:34:48 +02:00 committed by GitHub
parent df439aede2
commit daf3eef42c
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
23 changed files with 15 additions and 2344 deletions

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@ -11,7 +11,7 @@ BASE_ARTIFACT_ARCH="${BASE_ARTIFACT##*-}"
mv $BASE_ARTIFACT $BUNDLE_DIR
# Executable binary paths that need to be combined.
BIN_PATHS=(mandarine mandarine-room mandarine-qt.app/Contents/MacOS/mandarine-qt)
BIN_PATHS=(mandarine-room mandarine.app/Contents/MacOS/mandarine)
# Dylib paths that need to be combined.
IFS=$'\n'
@ -37,7 +37,7 @@ for OTHER_ARTIFACT in "${ARTIFACTS_LIST[@]:1}"; do
done
# Re-sign executables and bundles after combining.
APP_PATHS=(mandarine mandarine-room mandarine-qt.app)
APP_PATHS=(mandarine-room mandarine.app)
for APP_PATH in "${APP_PATHS[@]}"; do
codesign --deep -fs - $BUNDLE_DIR/$APP_PATH
done

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@ -57,7 +57,6 @@ else()
endif()
option(ENABLE_SDL2 "Enable using SDL2" ON)
CMAKE_DEPENDENT_OPTION(ENABLE_SDL2_FRONTEND "Enable the SDL2 frontend" ON "ENABLE_SDL2;NOT ANDROID" OFF)
option(USE_SYSTEM_SDL2 "Use the system SDL2 lib (instead of the bundled one)" OFF)
# Set bundled qt as dependent options.

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@ -54,6 +54,15 @@ Memory: 2GB of RAM. 4GB is recommended
| 🐧 Linux|[AppImage](https://github.com/mandarine3ds/mandarine/releases/latest/download/linux-appimage.zip)|
| 🍎 Mac OS|[Universal](https://github.com/mandarine3ds/mandarine/releases/latest/download/macos-universal.zip)|
# Which build should I use?
- MSVC is generally good for most users
- MSYS2 is good for users who may not want to install Microsoft Visual C++ runtime / Hate the open source MSYS2 arrrrrgh
## Which exe to launch?
- Do not launch mandarime-room.exe but mandarine.exe for the best citrea with different logo experience
## ⚠️ Dev Builds (Pre-release software, may be buggy)
|Platform|Status|Download|
@ -63,10 +72,6 @@ Memory: 2GB of RAM. 4GB is recommended
| 🐧 Linux|[![Qt Build](https://github.com/mandarine3ds/mandarine/actions/workflows/build.yml/badge.svg)](https://github.com/mandarine3ds/mandarine/actions/workflows/Qt_Build.yml)|[Linux AppImage](https://nightly.link/mandarine3ds/mandarine/workflows/build/master/linux-appimage.zip)|
| 🍎 Mac OS|[![Qt Build](https://github.com/mandarine3ds/mandarine/actions/workflows/build.yml/badge.svg)](https://github.com/mandarine3ds/mandarine/actions/workflows/Qt_Build.yml)|[Mac OS Universal](https://nightly.link/mandarine3ds/mandarine/workflows/build/master/macos-universal.zip)|
# Contribution
Feel free to open a Pull Request. Even if you are new on coding, you will be respected on your work even if it doesn't get merged for some reason. I know how hard is coding, and I'll usually never decline your code just because the way it is coded or similar (not as other known projects). I'll try help you as long as my skills are enough for, and as long as your code doesn't cause any bug and works as expected, it will probably get merged.
# Support
In case you want to support my work and motivate me more with the project, feel free to check my [paypal](https://paypal.me/TLOZP).
In case you want to support my work and motivate me more to cherry-pick more commits form Lime3DS, feel free to check my [paypal](https://paypal.me/TLOZP).

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@ -1,15 +0,0 @@
[Desktop Entry]
Version=1.0
Type=Application
Name=Mandarine
GenericName=3DS Emulator
GenericName[fr]=Émulateur 3DS
Comment=Nintendo 3DS video game console emulator
Comment[fr]=Émulateur de console de jeu Nintendo 3DS
Icon=mandarine
TryExec=mandarine-qt
Exec=mandarine-qt %f
Categories=Game;Emulator;Qt;
MimeType=application/x-ctr-3dsx;application/x-ctr-cci;application/x-ctr-cia;application/x-ctr-cxi;
Keywords=3DS;Nintendo;
PrefersNonDefaultGPU=true

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@ -9,7 +9,7 @@ Comment[fr]=Émulateur de console de jeu Nintendo 3DS
Icon=mandarine
TryExec=mandarine
Exec=mandarine %f
Categories=Game;Emulator;
Categories=Game;Emulator;Qt;
MimeType=application/x-ctr-3dsx;application/x-ctr-cci;application/x-ctr-cia;application/x-ctr-cxi;
Keywords=3DS;Nintendo;
PrefersNonDefaultGPU=true

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@ -184,10 +184,6 @@ if (ENABLE_TESTS)
add_subdirectory(tests)
endif()
if (ENABLE_SDL2 AND ENABLE_SDL2_FRONTEND)
add_subdirectory(mandarine)
endif()
if (ENABLE_QT)
add_subdirectory(mandarine_qt)
endif()

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@ -1,59 +0,0 @@
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${PROJECT_SOURCE_DIR}/CMakeModules)
add_executable(mandarine
mandarine.cpp
mandarine.rc
config.cpp
config.h
default_ini.h
emu_window/emu_window_sdl2.cpp
emu_window/emu_window_sdl2.h
precompiled_headers.h
resource.h
)
if (ENABLE_SOFTWARE_RENDERER)
target_sources(mandarine PRIVATE
emu_window/emu_window_sdl2_sw.cpp
emu_window/emu_window_sdl2_sw.h
)
endif()
if (ENABLE_OPENGL)
target_sources(mandarine PRIVATE
emu_window/emu_window_sdl2_gl.cpp
emu_window/emu_window_sdl2_gl.h
)
endif()
if (ENABLE_VULKAN)
target_sources(mandarine PRIVATE
emu_window/emu_window_sdl2_vk.cpp
emu_window/emu_window_sdl2_vk.h
)
endif()
create_target_directory_groups(mandarine)
target_link_libraries(mandarine PRIVATE mandarine_common mandarine_core input_common network)
target_link_libraries(mandarine PRIVATE inih)
if (MSVC)
target_link_libraries(mandarine PRIVATE getopt)
endif()
target_link_libraries(mandarine PRIVATE ${PLATFORM_LIBRARIES} SDL2::SDL2 Threads::Threads)
if (ENABLE_OPENGL)
target_link_libraries(mandarine PRIVATE glad)
endif()
if (UNIX AND NOT APPLE)
install(TARGETS mandarine RUNTIME DESTINATION "${CMAKE_INSTALL_PREFIX}/bin")
endif()
if (MANDARINE_USE_PRECOMPILED_HEADERS)
target_precompile_headers(mandarine PRIVATE precompiled_headers.h)
endif()
# Bundle in-place on MSVC so dependencies can be resolved by builds.
if (MSVC)
include(BundleTarget)
bundle_target_in_place(mandarine)
endif()

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@ -1,399 +0,0 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <iomanip>
#include <memory>
#include <sstream>
#include <type_traits>
#include <INIReader.h>
#include <SDL.h>
#include "common/file_util.h"
#include "common/logging/backend.h"
#include "common/logging/log.h"
#include "common/settings.h"
#include "core/hle/service/service.h"
#include "input_common/main.h"
#include "input_common/udp/client.h"
#include "mandarine/config.h"
#include "mandarine/default_ini.h"
#include "network/network_settings.h"
Config::Config() {
// TODO: Don't hardcode the path; let the frontend decide where to put the config files.
sdl2_config_loc = FileUtil::GetUserPath(FileUtil::UserPath::ConfigDir) + "sdl2-config.ini";
sdl2_config = std::make_unique<INIReader>(sdl2_config_loc);
Reload();
}
Config::~Config() = default;
bool Config::LoadINI(const std::string& default_contents, bool retry) {
const std::string& location = this->sdl2_config_loc;
if (sdl2_config->ParseError() < 0) {
if (retry) {
LOG_WARNING(Config, "Failed to load {}. Creating file from defaults...", location);
FileUtil::CreateFullPath(location);
FileUtil::WriteStringToFile(true, location, default_contents);
sdl2_config = std::make_unique<INIReader>(location); // Reopen file
return LoadINI(default_contents, false);
}
LOG_ERROR(Config, "Failed.");
return false;
}
LOG_INFO(Config, "Successfully loaded {}", location);
return true;
}
static const std::array<int, Settings::NativeButton::NumButtons> default_buttons = {
SDL_SCANCODE_A, SDL_SCANCODE_S, SDL_SCANCODE_Z, SDL_SCANCODE_X, SDL_SCANCODE_T, SDL_SCANCODE_G,
SDL_SCANCODE_F, SDL_SCANCODE_H, SDL_SCANCODE_Q, SDL_SCANCODE_W, SDL_SCANCODE_M, SDL_SCANCODE_N,
SDL_SCANCODE_O, SDL_SCANCODE_P, SDL_SCANCODE_1, SDL_SCANCODE_2, SDL_SCANCODE_B,
};
static const std::array<std::array<int, 5>, Settings::NativeAnalog::NumAnalogs> default_analogs{{
{
SDL_SCANCODE_UP,
SDL_SCANCODE_DOWN,
SDL_SCANCODE_LEFT,
SDL_SCANCODE_RIGHT,
SDL_SCANCODE_D,
},
{
SDL_SCANCODE_I,
SDL_SCANCODE_K,
SDL_SCANCODE_J,
SDL_SCANCODE_L,
SDL_SCANCODE_D,
},
}};
template <>
void Config::ReadSetting(const std::string& group, Settings::Setting<std::string>& setting) {
std::string setting_value = sdl2_config->Get(group, setting.GetLabel(), setting.GetDefault());
if (setting_value.empty()) {
setting_value = setting.GetDefault();
}
setting = std::move(setting_value);
}
template <>
void Config::ReadSetting(const std::string& group, Settings::Setting<bool>& setting) {
setting = sdl2_config->GetBoolean(group, setting.GetLabel(), setting.GetDefault());
}
template <typename Type, bool ranged>
void Config::ReadSetting(const std::string& group, Settings::Setting<Type, ranged>& setting) {
if constexpr (std::is_floating_point_v<Type>) {
setting = static_cast<Type>(
sdl2_config->GetReal(group, setting.GetLabel(), setting.GetDefault()));
} else {
setting = static_cast<Type>(sdl2_config->GetInteger(
group, setting.GetLabel(), static_cast<long>(setting.GetDefault())));
}
}
void Config::ReadValues() {
// Controls
// TODO: add multiple input profile support
for (int i = 0; i < Settings::NativeButton::NumButtons; ++i) {
std::string default_param = InputCommon::GenerateKeyboardParam(default_buttons[i]);
Settings::values.current_input_profile.buttons[i] =
sdl2_config->GetString("Controls", Settings::NativeButton::mapping[i], default_param);
if (Settings::values.current_input_profile.buttons[i].empty())
Settings::values.current_input_profile.buttons[i] = default_param;
}
for (int i = 0; i < Settings::NativeAnalog::NumAnalogs; ++i) {
std::string default_param = InputCommon::GenerateAnalogParamFromKeys(
default_analogs[i][0], default_analogs[i][1], default_analogs[i][2],
default_analogs[i][3], default_analogs[i][4], 0.5f);
Settings::values.current_input_profile.analogs[i] =
sdl2_config->GetString("Controls", Settings::NativeAnalog::mapping[i], default_param);
if (Settings::values.current_input_profile.analogs[i].empty())
Settings::values.current_input_profile.analogs[i] = default_param;
}
Settings::values.current_input_profile.motion_device = sdl2_config->GetString(
"Controls", "motion_device",
"engine:motion_emu,update_period:100,sensitivity:0.01,tilt_clamp:90.0");
Settings::values.current_input_profile.touch_device =
sdl2_config->GetString("Controls", "touch_device", "engine:emu_window");
Settings::values.current_input_profile.udp_input_address = sdl2_config->GetString(
"Controls", "udp_input_address", InputCommon::CemuhookUDP::DEFAULT_ADDR);
Settings::values.current_input_profile.udp_input_port =
static_cast<u16>(sdl2_config->GetInteger("Controls", "udp_input_port",
InputCommon::CemuhookUDP::DEFAULT_PORT));
ReadSetting("Controls", Settings::values.use_artic_base_controller);
// Core
ReadSetting("Core", Settings::values.use_cpu_jit);
ReadSetting("Core", Settings::values.cpu_clock_percentage);
ReadSetting("Core", Settings::values.frame_skip);
ReadSetting("Core", Settings::values.custom_cpu_ticks);
ReadSetting("Core", Settings::values.cpu_ticks);
ReadSetting("Core", Settings::values.reduce_downcount_slice);
ReadSetting("Core", Settings::values.priority_boost_starved_threads);
// Renderer
ReadSetting("Renderer", Settings::values.graphics_api);
ReadSetting("Renderer", Settings::values.physical_device);
ReadSetting("Renderer", Settings::values.spirv_shader_gen);
ReadSetting("Renderer", Settings::values.async_shader_compilation);
ReadSetting("Renderer", Settings::values.async_presentation);
ReadSetting("Renderer", Settings::values.use_gles);
ReadSetting("Renderer", Settings::values.use_hw_shader);
ReadSetting("Renderer", Settings::values.shaders_accurate_mul);
ReadSetting("Renderer", Settings::values.use_shader_jit);
ReadSetting("Renderer", Settings::values.resolution_factor);
ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
ReadSetting("Renderer", Settings::values.frame_limit);
ReadSetting("Renderer", Settings::values.use_vsync_new);
ReadSetting("Renderer", Settings::values.texture_filter);
ReadSetting("Renderer", Settings::values.texture_sampling);
ReadSetting("Renderer", Settings::values.delay_game_render_thread_us);
ReadSetting("Renderer", Settings::values.force_hw_vertex_shaders);
ReadSetting("Renderer", Settings::values.disable_surface_texture_copy);
ReadSetting("Renderer", Settings::values.disable_flush_cpu_write);
ReadSetting("Renderer", Settings::values.mono_render_option);
ReadSetting("Renderer", Settings::values.render_3d);
ReadSetting("Renderer", Settings::values.factor_3d);
ReadSetting("Renderer", Settings::values.pp_shader_name);
ReadSetting("Renderer", Settings::values.anaglyph_shader_name);
ReadSetting("Renderer", Settings::values.filter_mode);
ReadSetting("Renderer", Settings::values.bg_red);
ReadSetting("Renderer", Settings::values.bg_green);
ReadSetting("Renderer", Settings::values.bg_blue);
// Layout
ReadSetting("Layout", Settings::values.layout_option);
ReadSetting("Layout", Settings::values.swap_screen);
ReadSetting("Layout", Settings::values.upright_screen);
ReadSetting("Layout", Settings::values.large_screen_proportion);
ReadSetting("Layout", Settings::values.custom_top_x);
ReadSetting("Layout", Settings::values.custom_top_y);
ReadSetting("Layout", Settings::values.custom_top_width);
ReadSetting("Layout", Settings::values.custom_top_height);
ReadSetting("Layout", Settings::values.custom_bottom_x);
ReadSetting("Layout", Settings::values.custom_bottom_y);
ReadSetting("Layout", Settings::values.custom_bottom_width);
ReadSetting("Layout", Settings::values.custom_bottom_height);
ReadSetting("Layout", Settings::values.custom_second_layer_opacity);
ReadSetting("Layout", Settings::values.screen_top_stretch);
ReadSetting("Layout", Settings::values.screen_top_leftright_padding);
ReadSetting("Layout", Settings::values.screen_top_topbottom_padding);
ReadSetting("Layout", Settings::values.screen_bottom_stretch);
ReadSetting("Layout", Settings::values.screen_bottom_leftright_padding);
ReadSetting("Layout", Settings::values.screen_bottom_topbottom_padding);
ReadSetting("Layout", Settings::values.portrait_layout_option);
ReadSetting("Layout", Settings::values.custom_portrait_top_x);
ReadSetting("Layout", Settings::values.custom_portrait_top_y);
ReadSetting("Layout", Settings::values.custom_portrait_top_width);
ReadSetting("Layout", Settings::values.custom_portrait_top_height);
ReadSetting("Layout", Settings::values.custom_portrait_bottom_x);
ReadSetting("Layout", Settings::values.custom_portrait_bottom_y);
ReadSetting("Layout", Settings::values.custom_portrait_bottom_width);
ReadSetting("Layout", Settings::values.custom_portrait_bottom_height);
// Utility
ReadSetting("Utility", Settings::values.dump_textures);
ReadSetting("Utility", Settings::values.custom_textures);
ReadSetting("Utility", Settings::values.preload_textures);
ReadSetting("Utility", Settings::values.async_custom_loading);
// Audio
ReadSetting("Audio", Settings::values.audio_emulation);
ReadSetting("Audio", Settings::values.enable_audio_stretching);
ReadSetting("Audio", Settings::values.enable_realtime_audio);
ReadSetting("Audio", Settings::values.volume);
ReadSetting("Audio", Settings::values.output_type);
ReadSetting("Audio", Settings::values.output_device);
ReadSetting("Audio", Settings::values.input_type);
ReadSetting("Audio", Settings::values.input_device);
// Data Storage
ReadSetting("Data Storage", Settings::values.use_virtual_sd);
ReadSetting("Data Storage", Settings::values.use_custom_storage);
if (Settings::values.use_custom_storage) {
FileUtil::UpdateUserPath(FileUtil::UserPath::NANDDir,
sdl2_config->GetString("Data Storage", "nand_directory", ""));
FileUtil::UpdateUserPath(FileUtil::UserPath::SDMCDir,
sdl2_config->GetString("Data Storage", "sdmc_directory", ""));
}
// System
ReadSetting("System", Settings::values.is_new_3ds);
ReadSetting("System", Settings::values.lle_applets);
ReadSetting("System", Settings::values.region_value);
ReadSetting("System", Settings::values.init_clock);
{
std::tm t;
t.tm_sec = 1;
t.tm_min = 0;
t.tm_hour = 0;
t.tm_mday = 1;
t.tm_mon = 0;
t.tm_year = 100;
t.tm_isdst = 0;
std::istringstream string_stream(
sdl2_config->GetString("System", "init_time", "2000-01-01 00:00:01"));
string_stream >> std::get_time(&t, "%Y-%m-%d %H:%M:%S");
if (string_stream.fail()) {
LOG_ERROR(Config, "Failed To parse init_time. Using 2000-01-01 00:00:01");
}
Settings::values.init_time =
std::chrono::duration_cast<std::chrono::seconds>(
std::chrono::system_clock::from_time_t(std::mktime(&t)).time_since_epoch())
.count();
}
ReadSetting("System", Settings::values.init_ticks_type);
ReadSetting("System", Settings::values.init_ticks_override);
ReadSetting("System", Settings::values.plugin_loader_enabled);
ReadSetting("System", Settings::values.allow_plugin_loader);
ReadSetting("System", Settings::values.steps_per_hour);
{
constexpr const char* default_init_time_offset = "0 00:00:00";
std::string offset_string =
sdl2_config->GetString("System", "init_time_offset", default_init_time_offset);
std::size_t sep_index = offset_string.find(' ');
if (sep_index == std::string::npos) {
LOG_ERROR(Config, "Failed to parse init_time_offset. Using 0 00:00:00");
offset_string = default_init_time_offset;
sep_index = offset_string.find(' ');
}
std::string day_string = offset_string.substr(0, sep_index);
long long days = 0;
try {
days = std::stoll(day_string);
} catch (std::logic_error&) {
LOG_ERROR(Config, "Failed to parse days in init_time_offset. Using 0");
days = 0;
}
long long days_in_seconds = days * 86400;
std::tm t;
t.tm_sec = 0;
t.tm_min = 0;
t.tm_hour = 0;
t.tm_mday = 1;
t.tm_mon = 0;
t.tm_year = 100;
t.tm_isdst = 0;
std::istringstream string_stream(offset_string.substr(sep_index + 1));
string_stream >> std::get_time(&t, "%H:%M:%S");
if (string_stream.fail()) {
LOG_ERROR(Config,
"Failed to parse hours, minutes and seconds in init_time_offset. 00:00:00");
}
auto time_offset =
std::chrono::system_clock::from_time_t(std::mktime(&t)).time_since_epoch();
auto secs = std::chrono::duration_cast<std::chrono::seconds>(time_offset).count();
Settings::values.init_time_offset = static_cast<long long>(secs) + days_in_seconds;
}
// Camera
using namespace Service::CAM;
Settings::values.camera_name[OuterRightCamera] =
sdl2_config->GetString("Camera", "camera_outer_right_name", "blank");
Settings::values.camera_config[OuterRightCamera] =
sdl2_config->GetString("Camera", "camera_outer_right_config", "");
Settings::values.camera_flip[OuterRightCamera] =
sdl2_config->GetInteger("Camera", "camera_outer_right_flip", 0);
Settings::values.camera_name[InnerCamera] =
sdl2_config->GetString("Camera", "camera_inner_name", "blank");
Settings::values.camera_config[InnerCamera] =
sdl2_config->GetString("Camera", "camera_inner_config", "");
Settings::values.camera_flip[InnerCamera] =
sdl2_config->GetInteger("Camera", "camera_inner_flip", 0);
Settings::values.camera_name[OuterLeftCamera] =
sdl2_config->GetString("Camera", "camera_outer_left_name", "blank");
Settings::values.camera_config[OuterLeftCamera] =
sdl2_config->GetString("Camera", "camera_outer_left_config", "");
Settings::values.camera_flip[OuterLeftCamera] =
sdl2_config->GetInteger("Camera", "camera_outer_left_flip", 0);
// Miscellaneous
ReadSetting("Miscellaneous", Settings::values.log_filter);
ReadSetting("Miscellaneous", Settings::values.log_regex_filter);
// Apply the log_filter setting as the logger has already been initialized
// and doesn't pick up the filter on its own.
Common::Log::Filter filter;
filter.ParseFilterString(Settings::values.log_filter.GetValue());
Common::Log::SetGlobalFilter(filter);
Common::Log::SetRegexFilter(Settings::values.log_regex_filter.GetValue());
// Debugging
Settings::values.record_frame_times =
sdl2_config->GetBoolean("Debugging", "record_frame_times", false);
ReadSetting("Debugging", Settings::values.renderer_debug);
ReadSetting("Debugging", Settings::values.use_gdbstub);
ReadSetting("Debugging", Settings::values.gdbstub_port);
ReadSetting("Debugging", Settings::values.instant_debug_log);
for (const auto& service_module : Service::service_module_map) {
bool use_lle = sdl2_config->GetBoolean("Debugging", "LLE\\" + service_module.name, false);
Settings::values.lle_modules.emplace(service_module.name, use_lle);
}
// Web Service
NetSettings::values.web_api_url =
sdl2_config->GetString("WebService", "web_api_url", "https://api.citra-emu.org");
NetSettings::values.mandarine_username =
sdl2_config->GetString("WebService", "mandarine_username", "");
NetSettings::values.mandarine_token =
sdl2_config->GetString("WebService", "mandarine_token", "");
// Video Dumping
Settings::values.output_format =
sdl2_config->GetString("Video Dumping", "output_format", "webm");
Settings::values.format_options = sdl2_config->GetString("Video Dumping", "format_options", "");
Settings::values.video_encoder =
sdl2_config->GetString("Video Dumping", "video_encoder", "libvpx-vp9");
// Options for variable bit rate live streaming taken from here:
// https://developers.google.com/media/vp9/live-encoding
std::string default_video_options;
if (Settings::values.video_encoder == "libvpx-vp9") {
default_video_options =
"quality:realtime,speed:6,tile-columns:4,frame-parallel:1,threads:8,row-mt:1";
}
Settings::values.video_encoder_options =
sdl2_config->GetString("Video Dumping", "video_encoder_options", default_video_options);
Settings::values.video_bitrate =
sdl2_config->GetInteger("Video Dumping", "video_bitrate", 2500000);
Settings::values.audio_encoder =
sdl2_config->GetString("Video Dumping", "audio_encoder", "libvorbis");
Settings::values.audio_encoder_options =
sdl2_config->GetString("Video Dumping", "audio_encoder_options", "");
Settings::values.audio_bitrate =
sdl2_config->GetInteger("Video Dumping", "audio_bitrate", 64000);
}
void Config::Reload() {
LoadINI(DefaultINI::sdl2_config_file);
ReadValues();
}

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@ -1,35 +0,0 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include <string>
#include "common/settings.h"
class INIReader;
class Config {
std::unique_ptr<INIReader> sdl2_config;
std::string sdl2_config_loc;
bool LoadINI(const std::string& default_contents = "", bool retry = true);
void ReadValues();
public:
Config();
~Config();
void Reload();
private:
/**
* Applies a value read from the sdl2_config to a Setting.
*
* @param group The name of the INI group
* @param setting The yuzu setting to modify
*/
template <typename Type, bool ranged>
void ReadSetting(const std::string& group, Settings::Setting<Type, ranged>& setting);
};

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@ -1,435 +0,0 @@
// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
namespace DefaultINI {
const char* sdl2_config_file = R"(
[Controls]
# The input devices and parameters for each 3DS native input
# It should be in the format of "engine:[engine_name],[param1]:[value1],[param2]:[value2]..."
# Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values
# for button input, the following devices are available:
# - "keyboard" (default) for keyboard input. Required parameters:
# - "code": the code of the key to bind
# - "sdl" for joystick input using SDL. Required parameters:
# - "joystick": the index of the joystick to bind
# - "button"(optional): the index of the button to bind
# - "hat"(optional): the index of the hat to bind as direction buttons
# - "axis"(optional): the index of the axis to bind
# - "direction"(only used for hat): the direction name of the hat to bind. Can be "up", "down", "left" or "right"
# - "threshold"(only used for axis): a float value in (-1.0, 1.0) which the button is
# triggered if the axis value crosses
# - "direction"(only used for axis): "+" means the button is triggered when the axis value
# is greater than the threshold; "-" means the button is triggered when the axis value
# is smaller than the threshold
button_a=
button_b=
button_x=
button_y=
button_up=
button_down=
button_left=
button_right=
button_l=
button_r=
button_start=
button_select=
button_debug=
button_gpio14=
button_zl=
button_zr=
button_home=
# for analog input, the following devices are available:
# - "analog_from_button" (default) for emulating analog input from direction buttons. Required parameters:
# - "up", "down", "left", "right": sub-devices for each direction.
# Should be in the format as a button input devices using escape characters, for example, "engine$0keyboard$1code$00"
# - "modifier": sub-devices as a modifier.
# - "modifier_scale": a float number representing the applied modifier scale to the analog input.
# Must be in range of 0.0-1.0. Defaults to 0.5
# - "sdl" for joystick input using SDL. Required parameters:
# - "joystick": the index of the joystick to bind
# - "axis_x": the index of the axis to bind as x-axis (default to 0)
# - "axis_y": the index of the axis to bind as y-axis (default to 1)
circle_pad=
c_stick=
# for motion input, the following devices are available:
# - "motion_emu" (default) for emulating motion input from mouse input. Required parameters:
# - "update_period": update period in milliseconds (default to 100)
# - "sensitivity": the coefficient converting mouse movement to tilting angle (default to 0.01)
# - "tilt_clamp": the max value of the tilt angle in degrees (default to 90)
# - "cemuhookudp" reads motion input from a udp server that uses cemuhook's udp protocol
motion_device=
# for touch input, the following devices are available:
# - "emu_window" (default) for emulating touch input from mouse input to the emulation window. No parameters required
# - "cemuhookudp" reads touch input from a udp server that uses cemuhook's udp protocol
# - "min_x", "min_y", "max_x", "max_y": defines the udp device's touch screen coordinate system
touch_device=
# Most desktop operating systems do not expose a way to poll the motion state of the controllers
# so as a way around it, cemuhook created a udp client/server protocol to broadcast the data directly
# from a controller device to the client program. Mandarine has a client that can connect and read
# from any cemuhook compatible motion program.
# IPv4 address of the udp input server (Default "127.0.0.1")
udp_input_address=
# Port of the udp input server. (Default 26760)
udp_input_port=
# The pad to request data on. Should be between 0 (Pad 1) and 3 (Pad 4). (Default 0)
udp_pad_index=
[Core]
# Whether to use the Just-In-Time (JIT) compiler for CPU emulation
# 0: Interpreter (slow), 1 (default): JIT (fast)
use_cpu_jit =
# Change the Clock Frequency of the emulated 3DS CPU.
# Underclocking can increase the performance of the game at the risk of freezing.
# Overclocking may fix lag that happens on console, but also comes with the risk of freezing.
# Range is any positive integer (but we suspect 25 - 400 is a good idea) Default is 100
cpu_clock_percentage =
# The applied frameskip amount. Must be a power of two.
# 0 (default): No frameskip, 1: x2 frameskip, 2: x4 frameskip, 3: x8 frameskip, etc.
frame_skip =
# Set a custom value of CPU ticks.
# 0 (default): Off, 1: On
custom_cpu_ticks =
cpu_ticks =
# Downcount will be limited to a smaller time slice.
# 0 (default): Off, 1: On
reduce_downcount_slice =
# Boost low priority starved threads during kernel rescheduling.
# 0: Off, 1 (default): On
priority_boost_starved_threads =
[Renderer]
# Whether to render using OpenGL or Software
# 0: Software, 1: OpenGL (default), 2: Vulkan
graphics_api =
# Whether to render using GLES or OpenGL
# 0 (default): OpenGL, 1: GLES
use_gles =
# Whether to use hardware shaders to emulate 3DS shaders
# 0: Software, 1 (default): Hardware
use_hw_shader =
# Whether to use accurate multiplication in hardware shaders
# 0: Off (Faster, but causes issues in some games) 1: On (Default. Slower, but correct)
shaders_accurate_mul =
# Whether to use the Just-In-Time (JIT) compiler for shader emulation
# 0: Interpreter (slow), 1 (default): JIT (fast)
use_shader_jit =
# Forces VSync on the display thread. Usually doesn't impact performance, but on some drivers it can
# so only turn this off if you notice a speed difference.
# 0: Off, 1 (default): On
use_vsync_new =
# Reduce stuttering by storing and loading generated shaders to disk
# 0: Off, 1 (default. On)
use_disk_shader_cache =
# Resolution scale factor
# 0: Auto (scales resolution to window size), 1: Native 3DS screen resolution, Otherwise a scale
# factor for the 3DS resolution
resolution_factor =
# Texture filter
# 0: None, 1: Anime4K, 2: Bicubic, 3: Nearest Neighbor, 4: ScaleForce, 5: xBRZ
texture_filter =
# Delays the game render thread by the specified amount of microseconds
# Set to 0 for no delay, only useful in dynamic-fps games to simulate GPU delay.
delay_game_render_thread_us =
# Ignores software vertex shaders from PICA core
# 0: Off, 1 (default): On
force_hw_vertex_shaders =
# Ignores texture copies if src_surface_id is null
# 0: Off, 1 (default): On
disable_surface_texture_copy =
# Ignores CPU write if there is a region to invalidate from rasterizer cache
# 0: Off, 1 (default): On
disable_flush_cpu_write =
# Limits the speed of the game to run no faster than this value as a percentage of target speed.
# Will not have an effect if unthrottled is enabled.
# 5 - 995: Speed limit as a percentage of target game speed. 0 for unthrottled. 100 (default)
frame_limit =
# Overrides the frame limiter to use frame_limit_alternate instead of frame_limit.
# 0: Off (default), 1: On
use_frame_limit_alternate =
# Alternate speed limit to be used instead of frame_limit if use_frame_limit_alternate is enabled
# 5 - 995: Speed limit as a percentage of target game speed. 0 for unthrottled. 200 (default)
frame_limit_alternate =
# The clear color for the renderer. What shows up on the sides of the bottom screen.
# Must be in range of 0.0-1.0. Defaults to 0.0 for all.
bg_red =
bg_blue =
bg_green =
# Whether and how Stereoscopic 3D should be rendered
# 0 (default): Off, 1: Side by Side, 2: Reverse Side by Side, 3: Anaglyph, 4: Interlaced, 5: Reverse Interlaced
render_3d =
# Change 3D Intensity
# 0 - 100: Intensity. 0 (default)
factor_3d =
# Change Default Eye to Render When in Monoscopic Mode
# 0 (default): Left, 1: Right
mono_render_option =
# The name of the post processing shader to apply.
# Loaded from shaders if render_3d is off or side by side.
pp_shader_name =
# The name of the shader to apply when render_3d is anaglyph.
# Loaded from shaders/anaglyph
anaglyph_shader_name =
# Whether to enable linear filtering or not
# This is required for some shaders to work correctly
# 0: Nearest, 1 (default): Linear
filter_mode =
[Layout]
# Layout for the screen inside the render window.
# 0 (default): Default Above/Below Screen
# 1: Single Screen Only
# 2: Large Screen Small Screen
# 3: Side by Side
# 4: Separate Windows
# 5: Hybrid Screen
# 6: Custom Layout
layout_option =
# Screen placement when using Custom layout option
# 0x, 0y is the top left corner of the render window.
custom_top_x =
custom_top_y =
custom_top_width =
custom_top_height =
custom_bottom_x =
custom_bottom_y =
custom_bottom_width =
custom_bottom_height =
# Opacity of second layer when using custom layout option (bottom screen unless swapped)
custom_second_layer_opacity =
# Swaps the prominent screen with the other screen.
# For example, if Single Screen is chosen, setting this to 1 will display the bottom screen instead of the top screen.
# 0 (default): Top Screen is prominent, 1: Bottom Screen is prominent
swap_screen =
# Toggle upright orientation, for book style games.
# 0 (default): Off, 1: On
upright_screen =
# The proportion between the large and small screens when playing in Large Screen Small Screen layout.
# Must be a real value between 1.0 and 16.0. Default is 4
large_screen_proportion =
# Dumps textures as PNG to dump/textures/[Title ID]/.
# 0 (default): Off, 1: On
dump_textures =
# Reads PNG files from load/textures/[Title ID]/ and replaces textures.
# 0 (default): Off, 1: On
custom_textures =
# Loads all custom textures into memory before booting.
# 0 (default): Off, 1: On
preload_textures =
# Loads custom textures asynchronously with background threads.
# 0: Off, 1 (default): On
async_custom_loading =
[Audio]
# Whether or not to enable DSP LLE
# 0 (default): No, 1: Yes
enable_dsp_lle =
# Whether or not to run DSP LLE on a different thread
# 0 (default): No, 1: Yes
enable_dsp_lle_thread =
# Whether or not to enable the audio-stretching post-processing effect.
# This effect adjusts audio speed to match emulation speed and helps prevent audio stutter,
# at the cost of increasing audio latency.
# 0: No, 1 (default): Yes
enable_audio_stretching =
# Scales audio playback speed to account for drops in emulation framerate
# 0 (default): No, 1: Yes
enable_realtime_audio =
# Output volume.
# 1.0 (default): 100%, 0.0; mute
volume =
# Which audio output type to use.
# 0 (default): Auto-select, 1: No audio output, 2: Cubeb (if available), 3: OpenAL (if available), 4: SDL2 (if available)
output_type =
# Which audio output device to use.
# auto (default): Auto-select
output_device =
# Which audio input type to use.
# 0 (default): Auto-select, 1: No audio input, 2: Static noise, 3: Cubeb (if available), 4: OpenAL (if available)
input_type =
# Which audio input device to use.
# auto (default): Auto-select
input_device =
[Data Storage]
# Whether to create a virtual SD card.
# 1 (default): Yes, 0: No
use_virtual_sd =
# Whether to use custom storage locations
# 1: Yes, 0 (default): No
use_custom_storage =
# The path of the virtual SD card directory.
# empty (default) will use the user_path
sdmc_directory =
# The path of NAND directory.
# empty (default) will use the user_path
nand_directory =
[System]
# The system model that Mandarine will try to emulate
# 0: Old 3DS, 1: New 3DS (default)
is_new_3ds =
# Whether to use LLE system applets, if installed
# 0 (default): No, 1: Yes
lle_applets =
# The system region that Mandarine will use during emulation
# -1: Auto-select (default), 0: Japan, 1: USA, 2: Europe, 3: Australia, 4: China, 5: Korea, 6: Taiwan
region_value =
# The clock to use when mandarine starts
# 0: System clock (default), 1: fixed time
init_clock =
# Time used when init_clock is set to fixed_time in the format %Y-%m-%d %H:%M:%S
# set to fixed time. Default 2000-01-01 00:00:01
# Note: 3DS can only handle times later then Jan 1 2000
init_time =
# The system ticks count to use when mandarine starts
# 0: Random (default), 1: Fixed
init_ticks_type =
# Tick count to use when init_ticks_type is set to Fixed.
# Defaults to 0.
init_ticks_override =
# Number of steps per hour reported by the pedometer. Range from 0 to 65,535.
# Defaults to 0.
steps_per_hour =
[Camera]
# Which camera engine to use for the right outer camera
# blank (default): a dummy camera that always returns black image
camera_outer_right_name =
# A config string for the right outer camera. Its meaning is defined by the camera engine
camera_outer_right_config =
# The image flip to apply
# 0: None (default), 1: Horizontal, 2: Vertical, 3: Reverse
camera_outer_right_flip =
# ... for the left outer camera
camera_outer_left_name =
camera_outer_left_config =
camera_outer_left_flip =
# ... for the inner camera
camera_inner_name =
camera_inner_config =
camera_inner_flip =
[Miscellaneous]
# A filter which removes logs below a certain logging level.
# Examples: *:Debug Kernel.SVC:Trace Service.*:Critical
log_filter = *:Info
[Debugging]
# Record frame time data, can be found in the log directory. Boolean value
record_frame_times =
# Port for listening to GDB connections.
use_gdbstub=false
gdbstub_port=24689
# Whether to enable additional debugging information during emulation
# 0 (default): Off, 1: On
renderer_debug =
# To LLE a service module add "LLE\<module name>=true"
[WebService]
# URL for Web API
web_api_url = https://api.citra-emu.org
# Username and token for Mandarine Web Service
# See https://profile.citra-emu.org/ for more info
mandarine_username =
mandarine_token =
[Video Dumping]
# Format of the video to output, default: webm
output_format =
# Options passed to the muxer (optional)
# This is a param package, format: [key1]:[value1],[key2]:[value2],...
format_options =
# Video encoder used, default: libvpx-vp9
video_encoder =
# Options passed to the video codec (optional)
video_encoder_options =
# Video bitrate, default: 2500000
video_bitrate =
# Audio encoder used, default: libvorbis
audio_encoder =
# Options passed to the audio codec (optional)
audio_encoder_options =
# Audio bitrate, default: 64000
audio_bitrate =
)";
}

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// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <cstdlib>
#include <string>
#define SDL_MAIN_HANDLED
#include <SDL.h>
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "core/core.h"
#include "input_common/keyboard.h"
#include "input_common/main.h"
#include "input_common/motion_emu.h"
#include "mandarine/emu_window/emu_window_sdl2.h"
#include "network/network.h"
void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
InputCommon::GetMotionEmu()->Tilt(x, y);
}
void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
if (button == SDL_BUTTON_LEFT) {
if (state == SDL_PRESSED) {
TouchPressed((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
} else {
TouchReleased();
}
} else if (button == SDL_BUTTON_RIGHT) {
if (state == SDL_PRESSED) {
InputCommon::GetMotionEmu()->BeginTilt(x, y);
} else {
InputCommon::GetMotionEmu()->EndTilt();
}
}
}
std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, float touch_y) const {
int w, h;
SDL_GetWindowSize(render_window, &w, &h);
touch_x *= w;
touch_y *= h;
return {static_cast<unsigned>(std::max(std::round(touch_x), 0.0f)),
static_cast<unsigned>(std::max(std::round(touch_y), 0.0f))};
}
void EmuWindow_SDL2::OnFingerDown(float x, float y) {
// TODO(NeatNit): keep track of multitouch using the fingerID and a dictionary of some kind
// This isn't critical because the best we can do when we have that is to average them, like the
// 3DS does
const auto [px, py] = TouchToPixelPos(x, y);
TouchPressed(px, py);
}
void EmuWindow_SDL2::OnFingerMotion(float x, float y) {
const auto [px, py] = TouchToPixelPos(x, y);
TouchMoved(px, py);
}
void EmuWindow_SDL2::OnFingerUp() {
TouchReleased();
}
void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
if (state == SDL_PRESSED) {
InputCommon::GetKeyboard()->PressKey(key);
} else if (state == SDL_RELEASED) {
InputCommon::GetKeyboard()->ReleaseKey(key);
}
}
bool EmuWindow_SDL2::IsOpen() const {
return is_open;
}
void EmuWindow_SDL2::RequestClose() {
is_open = false;
}
void EmuWindow_SDL2::OnResize() {
int width, height;
SDL_GL_GetDrawableSize(render_window, &width, &height);
UpdateCurrentFramebufferLayout(width, height);
}
void EmuWindow_SDL2::Fullscreen() {
if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) {
return;
}
LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());
// Try a different fullscreening method
LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
return;
}
LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError());
// 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);
}
EmuWindow_SDL2::EmuWindow_SDL2(Core::System& system_, bool is_secondary)
: EmuWindow(is_secondary), system(system_) {}
EmuWindow_SDL2::~EmuWindow_SDL2() {
SDL_Quit();
}
void EmuWindow_SDL2::InitializeSDL2() {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) < 0) {
LOG_CRITICAL(Frontend, "Failed to initialize SDL2: {}! Exiting...", SDL_GetError());
exit(1);
}
InputCommon::Init();
Network::Init();
SDL_SetMainReady();
}
u32 EmuWindow_SDL2::GetEventWindowId(const SDL_Event& event) const {
switch (event.type) {
case SDL_WINDOWEVENT:
return event.window.windowID;
case SDL_KEYDOWN:
case SDL_KEYUP:
return event.key.windowID;
case SDL_MOUSEMOTION:
return event.motion.windowID;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
return event.button.windowID;
case SDL_MOUSEWHEEL:
return event.wheel.windowID;
case SDL_FINGERDOWN:
case SDL_FINGERMOTION:
case SDL_FINGERUP:
return event.tfinger.windowID;
case SDL_TEXTEDITING:
return event.edit.windowID;
case SDL_TEXTEDITING_EXT:
return event.editExt.windowID;
case SDL_TEXTINPUT:
return event.text.windowID;
case SDL_DROPBEGIN:
case SDL_DROPFILE:
case SDL_DROPTEXT:
case SDL_DROPCOMPLETE:
return event.drop.windowID;
case SDL_USEREVENT:
return event.user.windowID;
default:
// Event is not for any particular window, so we can just pretend it's for this one.
return render_window_id;
}
}
void EmuWindow_SDL2::PollEvents() {
SDL_Event event;
std::vector<SDL_Event> other_window_events;
// SDL_PollEvent returns 0 when there are no more events in the event queue
while (SDL_PollEvent(&event)) {
if (GetEventWindowId(event) != render_window_id) {
other_window_events.push_back(event);
continue;
}
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
case SDL_WINDOWEVENT_MINIMIZED:
OnResize();
break;
case SDL_WINDOWEVENT_CLOSE:
RequestClose();
break;
}
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state);
break;
case SDL_MOUSEMOTION:
// ignore if it came from touch
if (event.button.which != SDL_TOUCH_MOUSEID)
OnMouseMotion(event.motion.x, event.motion.y);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
// ignore if it came from touch
if (event.button.which != SDL_TOUCH_MOUSEID) {
OnMouseButton(event.button.button, event.button.state, event.button.x,
event.button.y);
}
break;
case SDL_FINGERDOWN:
OnFingerDown(event.tfinger.x, event.tfinger.y);
break;
case SDL_FINGERMOTION:
OnFingerMotion(event.tfinger.x, event.tfinger.y);
break;
case SDL_FINGERUP:
OnFingerUp();
break;
case SDL_QUIT:
RequestClose();
break;
default:
break;
}
}
for (auto& e : other_window_events) {
// This is a somewhat hacky workaround to re-emit window events meant for another window
// since SDL_PollEvent() is global but we poll events per window.
SDL_PushEvent(&e);
}
if (!is_secondary) {
UpdateFramerateCounter();
}
}
void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
}
void EmuWindow_SDL2::UpdateFramerateCounter() {
const u32 current_time = SDL_GetTicks();
if (current_time > last_time + 2000) {
const auto results = system.GetAndResetPerfStats();
const auto title =
fmt::format("Mandarine {} | {}-{} | FPS: {:.0f} ({:.0f}%)", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc, results.game_fps,
results.emulation_speed * 100.0f);
SDL_SetWindowTitle(render_window, title.c_str());
last_time = current_time;
}
}

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// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <utility>
#include "common/common_types.h"
#include "core/frontend/emu_window.h"
union SDL_Event;
struct SDL_Window;
namespace Core {
class System;
}
class EmuWindow_SDL2 : public Frontend::EmuWindow {
public:
explicit EmuWindow_SDL2(Core::System& system_, bool is_secondary);
~EmuWindow_SDL2();
/// Initializes SDL2
static void InitializeSDL2();
/// Presents the most recent frame from the video backend
virtual void Present() {}
/// Polls window events
void PollEvents() override;
/// Whether the window is still open, and a close request hasn't yet been sent
bool IsOpen() const;
/// Close the window.
void RequestClose();
protected:
/// Gets the ID of the window an event originated from.
u32 GetEventWindowId(const SDL_Event& event) const;
/// Called by PollEvents when a key is pressed or released.
void OnKeyEvent(int key, u8 state);
/// Called by PollEvents when the mouse moves.
void OnMouseMotion(s32 x, s32 y);
/// Called by PollEvents when a mouse button is pressed or released
void OnMouseButton(u32 button, u8 state, s32 x, s32 y);
/// Translates pixel position (0..1) to pixel positions
std::pair<unsigned, unsigned> TouchToPixelPos(float touch_x, float touch_y) const;
/// Called by PollEvents when a finger starts touching the touchscreen
void OnFingerDown(float x, float y);
/// Called by PollEvents when a finger moves while touching the touchscreen
void OnFingerMotion(float x, float y);
/// Called by PollEvents when a finger stops touching the touchscreen
void OnFingerUp();
/// Called by PollEvents when any event that may cause the window to be resized occurs
void OnResize();
/// Called when user passes the fullscreen parameter flag
void Fullscreen();
/// Called when a configuration change affects the minimal size of the window
void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) override;
/// Called when polling to update framerate
void UpdateFramerateCounter();
/// Is the window still open?
bool is_open = true;
/// Internal SDL2 render window
SDL_Window* render_window;
/// Internal SDL2 window ID
u32 render_window_id{};
/// Fake hidden window for the core context
SDL_Window* dummy_window;
/// Keeps track of how often to update the title bar during gameplay
u32 last_time = 0;
Core::System& system;
};

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// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <cstdlib>
#include <string>
#define SDL_MAIN_HANDLED
#include <SDL.h>
#include <glad/glad.h>
#include "common/scm_rev.h"
#include "common/settings.h"
#include "core/core.h"
#include "mandarine/emu_window/emu_window_sdl2_gl.h"
#include "video_core/gpu.h"
#include "video_core/renderer_base.h"
class SDLGLContext : public Frontend::GraphicsContext {
public:
using SDL_GLContext = void*;
SDLGLContext() {
window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
context = SDL_GL_CreateContext(window);
}
~SDLGLContext() override {
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
}
void MakeCurrent() override {
SDL_GL_MakeCurrent(window, context);
}
void DoneCurrent() override {
SDL_GL_MakeCurrent(window, nullptr);
}
private:
SDL_Window* window;
SDL_GLContext context;
};
static SDL_Window* CreateGLWindow(const std::string& window_title, bool gles) {
if (gles) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
} else {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
}
return SDL_CreateWindow(window_title.c_str(),
SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position
Core::kScreenTopWidth,
Core::kScreenTopHeight + Core::kScreenBottomHeight,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
}
EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(Core::System& system_, bool fullscreen, bool is_secondary)
: EmuWindow_SDL2{system_, is_secondary} {
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
// Enable context sharing for the shared context
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
// Enable vsync
SDL_GL_SetSwapInterval(1);
// Enable debug context
if (Settings::values.renderer_debug) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
}
std::string window_title = fmt::format("Mandarine {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
// First, try to create a context with the requested type.
render_window = CreateGLWindow(window_title, Settings::values.use_gles.GetValue());
if (render_window == nullptr) {
// On failure, fall back to context with flipped type.
render_window = CreateGLWindow(window_title, !Settings::values.use_gles.GetValue());
if (render_window == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 window: {}", SDL_GetError());
exit(1);
}
}
strict_context_required = std::strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0;
dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
if (fullscreen) {
Fullscreen();
}
window_context = SDL_GL_CreateContext(render_window);
core_context = CreateSharedContext();
last_saved_context = nullptr;
if (window_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
exit(1);
}
if (core_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
exit(1);
}
render_window_id = SDL_GetWindowID(render_window);
int profile_mask = 0;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
auto gl_load_func =
profile_mask == SDL_GL_CONTEXT_PROFILE_ES ? gladLoadGLES2Loader : gladLoadGLLoader;
if (!gl_load_func(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
LOG_CRITICAL(Frontend, "Failed to initialize GL functions: {}", SDL_GetError());
exit(1);
}
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
}
EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
core_context.reset();
SDL_DestroyWindow(render_window);
SDL_GL_DeleteContext(window_context);
}
std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const {
return std::make_unique<SDLGLContext>();
}
void EmuWindow_SDL2_GL::MakeCurrent() {
core_context->MakeCurrent();
}
void EmuWindow_SDL2_GL::DoneCurrent() {
core_context->DoneCurrent();
}
void EmuWindow_SDL2_GL::SaveContext() {
last_saved_context = SDL_GL_GetCurrentContext();
}
void EmuWindow_SDL2_GL::RestoreContext() {
SDL_GL_MakeCurrent(render_window, last_saved_context);
}
void EmuWindow_SDL2_GL::Present() {
SDL_GL_MakeCurrent(render_window, window_context);
SDL_GL_SetSwapInterval(1);
while (IsOpen()) {
system.GPU().Renderer().TryPresent(100, is_secondary);
SDL_GL_SwapWindow(render_window);
}
SDL_GL_MakeCurrent(render_window, nullptr);
}

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// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "mandarine/emu_window/emu_window_sdl2.h"
struct SDL_Window;
namespace Core {
class System;
}
class EmuWindow_SDL2_GL : public EmuWindow_SDL2 {
public:
explicit EmuWindow_SDL2_GL(Core::System& system_, bool fullscreen, bool is_secondary);
~EmuWindow_SDL2_GL();
void Present() override;
std::unique_ptr<GraphicsContext> CreateSharedContext() const override;
void MakeCurrent() override;
void DoneCurrent() override;
void SaveContext() override;
void RestoreContext() override;
private:
using SDL_GLContext = void*;
/// The OpenGL context associated with the window
SDL_GLContext window_context;
/// Used by SaveContext and RestoreContext
SDL_GLContext last_saved_context;
/// The OpenGL context associated with the core
std::unique_ptr<Frontend::GraphicsContext> core_context;
};

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// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <cstdlib>
#include <string>
#define SDL_MAIN_HANDLED
#include <SDL.h>
#include <SDL_rect.h>
#include "common/scm_rev.h"
#include "common/settings.h"
#include "core/core.h"
#include "core/frontend/emu_window.h"
#include "mandarine/emu_window/emu_window_sdl2_sw.h"
#include "video_core/gpu.h"
#include "video_core/renderer_software/renderer_software.h"
class DummyContext : public Frontend::GraphicsContext {};
EmuWindow_SDL2_SW::EmuWindow_SDL2_SW(Core::System& system_, bool fullscreen, bool is_secondary)
: EmuWindow_SDL2{system_, is_secondary}, system{system_} {
std::string window_title = fmt::format("Mandarine {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
render_window =
SDL_CreateWindow(window_title.c_str(),
SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position
Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight,
SDL_WINDOW_SHOWN);
if (render_window == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 window: {}", SDL_GetError());
exit(1);
}
window_surface = SDL_GetWindowSurface(render_window);
renderer = SDL_CreateSoftwareRenderer(window_surface);
if (renderer == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 software renderer: {}", SDL_GetError());
exit(1);
}
if (fullscreen) {
Fullscreen();
}
render_window_id = SDL_GetWindowID(render_window);
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
}
EmuWindow_SDL2_SW::~EmuWindow_SDL2_SW() {
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(render_window);
}
std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2_SW::CreateSharedContext() const {
return std::make_unique<DummyContext>();
}
void EmuWindow_SDL2_SW::Present() {
const auto layout{Layout::DefaultFrameLayout(
Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight, false, false)};
using VideoCore::ScreenId;
while (IsOpen()) {
SDL_SetRenderDrawColor(renderer,
static_cast<Uint8>(Settings::values.bg_red.GetValue() * 255),
static_cast<Uint8>(Settings::values.bg_green.GetValue() * 255),
static_cast<Uint8>(Settings::values.bg_blue.GetValue() * 255), 0xFF);
SDL_RenderClear(renderer);
const auto draw_screen = [&](ScreenId screen_id) {
const auto dst_rect =
screen_id == ScreenId::TopLeft ? layout.top_screen : layout.bottom_screen;
SDL_Rect sdl_rect{static_cast<int>(dst_rect.left), static_cast<int>(dst_rect.top),
static_cast<int>(dst_rect.GetWidth()),
static_cast<int>(dst_rect.GetHeight())};
SDL_Surface* screen = LoadFramebuffer(screen_id);
SDL_BlitSurface(screen, nullptr, window_surface, &sdl_rect);
SDL_FreeSurface(screen);
};
draw_screen(ScreenId::TopLeft);
draw_screen(ScreenId::Bottom);
SDL_RenderPresent(renderer);
SDL_UpdateWindowSurface(render_window);
}
}
SDL_Surface* EmuWindow_SDL2_SW::LoadFramebuffer(VideoCore::ScreenId screen_id) {
const auto& renderer = static_cast<SwRenderer::RendererSoftware&>(system.GPU().Renderer());
const auto& info = renderer.Screen(screen_id);
const int width = static_cast<int>(info.width);
const int height = static_cast<int>(info.height);
SDL_Surface* surface =
SDL_CreateRGBSurfaceWithFormat(0, width, height, 0, SDL_PIXELFORMAT_ABGR8888);
SDL_LockSurface(surface);
std::memcpy(surface->pixels, info.pixels.data(), info.pixels.size());
SDL_UnlockSurface(surface);
return surface;
}

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// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "mandarine/emu_window/emu_window_sdl2.h"
struct SDL_Renderer;
struct SDL_Surface;
namespace VideoCore {
enum class ScreenId : u32;
}
namespace Core {
class System;
}
class EmuWindow_SDL2_SW : public EmuWindow_SDL2 {
public:
explicit EmuWindow_SDL2_SW(Core::System& system, bool fullscreen, bool is_secondary);
~EmuWindow_SDL2_SW();
void Present() override;
std::unique_ptr<GraphicsContext> CreateSharedContext() const override;
void MakeCurrent() override {}
void DoneCurrent() override {}
private:
/// Loads a framebuffer to an SDL surface
SDL_Surface* LoadFramebuffer(VideoCore::ScreenId screen_id);
/// The system class.
Core::System& system;
/// The SDL software renderer
SDL_Renderer* renderer;
/// The window surface
SDL_Surface* window_surface;
};

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// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cstdlib>
#include <memory>
#include <string>
#include <SDL.h>
#include <SDL_syswm.h>
#include <fmt/format.h>
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "core/frontend/emu_window.h"
#include "mandarine/emu_window/emu_window_sdl2_vk.h"
class DummyContext : public Frontend::GraphicsContext {};
EmuWindow_SDL2_VK::EmuWindow_SDL2_VK(Core::System& system, bool fullscreen, bool is_secondary)
: EmuWindow_SDL2{system, is_secondary} {
const std::string window_title = fmt::format("Mandarine {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
render_window =
SDL_CreateWindow(window_title.c_str(),
SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position
Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_SysWMinfo wm;
SDL_VERSION(&wm.version);
if (SDL_GetWindowWMInfo(render_window, &wm) == SDL_FALSE) {
LOG_CRITICAL(Frontend, "Failed to get information from the window manager");
std::exit(EXIT_FAILURE);
}
if (fullscreen) {
Fullscreen();
SDL_ShowCursor(false);
}
switch (wm.subsystem) {
#ifdef SDL_VIDEO_DRIVER_WINDOWS
case SDL_SYSWM_TYPE::SDL_SYSWM_WINDOWS:
window_info.type = Frontend::WindowSystemType::Windows;
window_info.render_surface = reinterpret_cast<void*>(wm.info.win.window);
break;
#endif
#ifdef SDL_VIDEO_DRIVER_X11
case SDL_SYSWM_TYPE::SDL_SYSWM_X11:
window_info.type = Frontend::WindowSystemType::X11;
window_info.display_connection = wm.info.x11.display;
window_info.render_surface = reinterpret_cast<void*>(wm.info.x11.window);
break;
#endif
#ifdef SDL_VIDEO_DRIVER_WAYLAND
case SDL_SYSWM_TYPE::SDL_SYSWM_WAYLAND:
window_info.type = Frontend::WindowSystemType::Wayland;
window_info.display_connection = wm.info.wl.display;
window_info.render_surface = wm.info.wl.surface;
break;
#endif
#ifdef SDL_VIDEO_DRIVER_COCOA
case SDL_SYSWM_TYPE::SDL_SYSWM_COCOA:
window_info.type = Frontend::WindowSystemType::MacOS;
window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(render_window));
break;
#endif
#ifdef SDL_VIDEO_DRIVER_ANDROID
case SDL_SYSWM_TYPE::SDL_SYSWM_ANDROID:
window_info.type = Frontend::WindowSystemType::Android;
window_info.render_surface = reinterpret_cast<void*>(wm.info.android.window);
break;
#endif
default:
LOG_CRITICAL(Frontend, "Window manager subsystem {} not implemented", wm.subsystem);
std::exit(EXIT_FAILURE);
break;
}
render_window_id = SDL_GetWindowID(render_window);
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
}
EmuWindow_SDL2_VK::~EmuWindow_SDL2_VK() = default;
std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2_VK::CreateSharedContext() const {
return std::make_unique<DummyContext>();
}

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// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "mandarine/emu_window/emu_window_sdl2.h"
namespace Frontend {
class GraphicsContext;
}
namespace Core {
class System;
}
class EmuWindow_SDL2_VK final : public EmuWindow_SDL2 {
public:
explicit EmuWindow_SDL2_VK(Core::System& system_, bool fullscreen, bool is_secondary);
~EmuWindow_SDL2_VK() override;
std::unique_ptr<Frontend::GraphicsContext> CreateSharedContext() const override;
};

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <iostream>
#include <memory>
#include <regex>
#include <string>
#include <thread>
#include "mandarine/config.h"
#include "mandarine/emu_window/emu_window_sdl2.h"
#ifdef ENABLE_OPENGL
#include "mandarine/emu_window/emu_window_sdl2_gl.h"
#endif
#ifdef ENABLE_SOFTWARE_RENDERER
#include "mandarine/emu_window/emu_window_sdl2_sw.h"
#endif
#ifdef ENABLE_VULKAN
#include "mandarine/emu_window/emu_window_sdl2_vk.h"
#endif
#include "common/common_paths.h"
#include "common/detached_tasks.h"
#include "common/file_util.h"
#include "common/logging/backend.h"
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "common/scope_exit.h"
#include "common/settings.h"
#include "common/string_util.h"
#include "core/core.h"
#include "core/dumping/backend.h"
#include "core/dumping/ffmpeg_backend.h"
#include "core/frontend/applets/default_applets.h"
#include "core/frontend/framebuffer_layout.h"
#include "core/hle/service/am/am.h"
#include "core/hle/service/cfg/cfg.h"
#include "core/movie.h"
#include "input_common/main.h"
#include "network/network.h"
#include "video_core/gpu.h"
#include "video_core/renderer_base.h"
#ifdef __unix__
#include "common/linux/gamemode.h"
#endif
#undef _UNICODE
#include <getopt.h>
#ifndef _MSC_VER
#include <unistd.h>
#endif
#ifdef _WIN32
// windows.h needs to be included before shellapi.h
#include <windows.h>
#include <shellapi.h>
extern "C" {
// tells Nvidia drivers to use the dedicated GPU by default on laptops with switchable graphics
__declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;
}
#endif
static void PrintHelp(const char* argv0) {
std::cout << "Usage: " << argv0
<< " [options] <filename>\n"
"-g, --gdbport=NUMBER Enable gdb stub on port NUMBER\n"
"-i, --install=FILE Installs a specified CIA file\n"
"-m, --multiplayer=nick:password@address:port"
" Nickname, password, address and port for multiplayer\n"
"-r, --movie-record=[file] Record a movie (game inputs) to the given file\n"
"-a, --movie-record-author=AUTHOR Sets the author of the movie to be recorded\n"
"-p, --movie-play=[file] Playback the movie (game inputs) from the given file\n"
"-d, --dump-video=[file] Dumps audio and video to the given video file\n"
"-f, --fullscreen Start in fullscreen mode\n"
"-h, --help Display this help and exit\n"
"-v, --version Output version information and exit\n";
}
static void PrintVersion() {
std::cout << "Mandarine " << Common::g_scm_branch << " " << Common::g_scm_desc << std::endl;
}
static void OnStateChanged(const Network::RoomMember::State& state) {
switch (state) {
case Network::RoomMember::State::Idle:
LOG_DEBUG(Network, "Network is idle");
break;
case Network::RoomMember::State::Joining:
LOG_DEBUG(Network, "Connection sequence to room started");
break;
case Network::RoomMember::State::Joined:
LOG_DEBUG(Network, "Successfully joined to the room");
break;
case Network::RoomMember::State::Moderator:
LOG_DEBUG(Network, "Successfully joined the room as a moderator");
break;
default:
break;
}
}
static void OnNetworkError(const Network::RoomMember::Error& error) {
switch (error) {
case Network::RoomMember::Error::LostConnection:
LOG_DEBUG(Network, "Lost connection to the room");
break;
case Network::RoomMember::Error::CouldNotConnect:
LOG_ERROR(Network, "Error: Could not connect");
std::exit(1);
break;
case Network::RoomMember::Error::NameCollision:
LOG_ERROR(
Network,
"You tried to use the same nickname as another user that is connected to the Room");
std::exit(1);
break;
case Network::RoomMember::Error::MacCollision:
LOG_ERROR(Network, "You tried to use the same MAC-Address as another user that is "
"connected to the Room");
std::exit(1);
break;
case Network::RoomMember::Error::ConsoleIdCollision:
LOG_ERROR(Network, "Your Console ID conflicted with someone else in the Room");
std::exit(1);
break;
case Network::RoomMember::Error::WrongPassword:
LOG_ERROR(Network, "Room replied with: Wrong password");
std::exit(1);
break;
case Network::RoomMember::Error::WrongVersion:
LOG_ERROR(Network,
"You are using a different version than the room you are trying to connect to");
std::exit(1);
break;
case Network::RoomMember::Error::RoomIsFull:
LOG_ERROR(Network, "The room is full");
std::exit(1);
break;
case Network::RoomMember::Error::HostKicked:
LOG_ERROR(Network, "You have been kicked by the host");
break;
case Network::RoomMember::Error::HostBanned:
LOG_ERROR(Network, "You have been banned by the host");
break;
default:
LOG_ERROR(Network, "Unknown network error: {}", error);
break;
}
}
static void OnMessageReceived(const Network::ChatEntry& msg) {
std::cout << std::endl << msg.nickname << ": " << msg.message << std::endl << std::endl;
}
static void OnStatusMessageReceived(const Network::StatusMessageEntry& msg) {
std::string message;
switch (msg.type) {
case Network::IdMemberJoin:
message = fmt::format("{} has joined", msg.nickname);
break;
case Network::IdMemberLeave:
message = fmt::format("{} has left", msg.nickname);
break;
case Network::IdMemberKicked:
message = fmt::format("{} has been kicked", msg.nickname);
break;
case Network::IdMemberBanned:
message = fmt::format("{} has been banned", msg.nickname);
break;
case Network::IdAddressUnbanned:
message = fmt::format("{} has been unbanned", msg.nickname);
break;
}
if (!message.empty())
std::cout << std::endl << "* " << message << std::endl << std::endl;
}
/// Application entry point
int main(int argc, char** argv) {
Common::Log::Initialize();
Common::Log::SetColorConsoleBackendEnabled(true);
Common::Log::Start();
Common::DetachedTasks detached_tasks;
Config config;
int option_index = 0;
bool use_gdbstub = Settings::values.use_gdbstub.GetValue();
u32 gdb_port = static_cast<u32>(Settings::values.gdbstub_port.GetValue());
std::string movie_record;
std::string movie_record_author;
std::string movie_play;
std::string dump_video;
char* endarg;
#ifdef _WIN32
int argc_w;
auto argv_w = CommandLineToArgvW(GetCommandLineW(), &argc_w);
if (argv_w == nullptr) {
LOG_CRITICAL(Frontend, "Failed to get command line arguments");
return -1;
}
#endif
std::string filepath;
bool use_multiplayer = false;
bool fullscreen = false;
std::string nickname{};
std::string password{};
std::string address{};
u16 port = Network::DefaultRoomPort;
static struct option long_options[] = {
{"gdbport", required_argument, 0, 'g'},
{"install", required_argument, 0, 'i'},
{"multiplayer", required_argument, 0, 'm'},
{"movie-record", required_argument, 0, 'r'},
{"movie-record-author", required_argument, 0, 'a'},
{"movie-play", required_argument, 0, 'p'},
{"dump-video", required_argument, 0, 'd'},
{"fullscreen", no_argument, 0, 'f'},
{"help", no_argument, 0, 'h'},
{"version", no_argument, 0, 'v'},
{0, 0, 0, 0},
};
while (optind < argc) {
int arg = getopt_long(argc, argv, "g:i:m:r:p:fhv", long_options, &option_index);
if (arg != -1) {
switch (static_cast<char>(arg)) {
case 'g':
errno = 0;
gdb_port = strtoul(optarg, &endarg, 0);
use_gdbstub = true;
if (endarg == optarg)
errno = EINVAL;
if (errno != 0) {
perror("--gdbport");
exit(1);
}
break;
case 'i': {
const auto cia_progress = [](std::size_t written, std::size_t total) {
LOG_INFO(Frontend, "{:02d}%", (written * 100 / total));
};
if (Service::AM::InstallCIA(std::string(optarg), cia_progress) !=
Service::AM::InstallStatus::Success)
errno = EINVAL;
if (errno != 0)
exit(1);
break;
}
case 'm': {
use_multiplayer = true;
const std::string str_arg(optarg);
// regex to check if the format is nickname:password@ip:port
// with optional :password
const std::regex re("^([^:]+)(?::(.+))?@([^:]+)(?::([0-9]+))?$");
if (!std::regex_match(str_arg, re)) {
std::cout << "Wrong format for option --multiplayer\n";
PrintHelp(argv[0]);
return 0;
}
std::smatch match;
std::regex_search(str_arg, match, re);
ASSERT(match.size() == 5);
nickname = match[1];
password = match[2];
address = match[3];
if (!match[4].str().empty())
port = std::stoi(match[4]);
std::regex nickname_re("^[a-zA-Z0-9._\\- ]+$");
if (!std::regex_match(nickname, nickname_re)) {
std::cout
<< "Nickname is not valid. Must be 4 to 20 alphanumeric characters.\n";
return 0;
}
if (address.empty()) {
std::cout << "Address to room must not be empty.\n";
return 0;
}
break;
}
case 'r':
movie_record = optarg;
break;
case 'a':
movie_record_author = optarg;
break;
case 'p':
movie_play = optarg;
break;
case 'd':
dump_video = optarg;
break;
case 'f':
fullscreen = true;
LOG_INFO(Frontend, "Starting in fullscreen mode...");
break;
case 'h':
PrintHelp(argv[0]);
return 0;
case 'v':
PrintVersion();
return 0;
}
} else {
#ifdef _WIN32
filepath = Common::UTF16ToUTF8(argv_w[optind]);
#else
filepath = argv[optind];
#endif
optind++;
}
}
#ifdef _WIN32
LocalFree(argv_w);
#endif
if (filepath.empty()) {
LOG_CRITICAL(Frontend, "Failed to load ROM: No ROM specified");
return -1;
}
if (!movie_record.empty() && !movie_play.empty()) {
LOG_CRITICAL(Frontend, "Cannot both play and record a movie");
return -1;
}
auto& system = Core::System::GetInstance();
auto& movie = system.Movie();
if (!movie_record.empty()) {
movie.PrepareForRecording();
}
if (!movie_play.empty()) {
movie.PrepareForPlayback(movie_play);
}
// Apply the command line arguments
Settings::values.gdbstub_port = gdb_port;
Settings::values.use_gdbstub = use_gdbstub;
system.ApplySettings();
// Register frontend applets
Frontend::RegisterDefaultApplets(system);
EmuWindow_SDL2::InitializeSDL2();
const auto create_emu_window = [&](bool fullscreen,
bool is_secondary) -> std::unique_ptr<EmuWindow_SDL2> {
const auto graphics_api = Settings::values.graphics_api.GetValue();
switch (graphics_api) {
#ifdef ENABLE_OPENGL
case Settings::GraphicsAPI::OpenGL:
return std::make_unique<EmuWindow_SDL2_GL>(system, fullscreen, is_secondary);
#endif
#ifdef ENABLE_VULKAN
case Settings::GraphicsAPI::Vulkan:
return std::make_unique<EmuWindow_SDL2_VK>(system, fullscreen, is_secondary);
#endif
#ifdef ENABLE_SOFTWARE_RENDERER
case Settings::GraphicsAPI::Software:
return std::make_unique<EmuWindow_SDL2_SW>(system, fullscreen, is_secondary);
#endif
default:
LOG_CRITICAL(
Frontend,
"Unknown or unsupported graphics API {}, falling back to available default",
graphics_api);
#ifdef ENABLE_OPENGL
return std::make_unique<EmuWindow_SDL2_GL>(system, fullscreen, is_secondary);
#elif ENABLE_VULKAN
return std::make_unique<EmuWindow_SDL2_VK>(system, fullscreen, is_secondary);
#elif ENABLE_SOFTWARE_RENDERER
return std::make_unique<EmuWindow_SDL2_SW>(system, fullscreen, is_secondary);
#else
// TODO: Add a null renderer backend for this, perhaps.
#error "At least one renderer must be enabled."
#endif
}
};
const auto emu_window{create_emu_window(fullscreen, false)};
const bool use_secondary_window{
Settings::values.layout_option.GetValue() == Settings::LayoutOption::SeparateWindows &&
Settings::values.graphics_api.GetValue() != Settings::GraphicsAPI::Software};
const auto secondary_window = use_secondary_window ? create_emu_window(false, true) : nullptr;
const auto scope = emu_window->Acquire();
LOG_INFO(Frontend, "Mandarine Version: {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
Settings::LogSettings();
const Core::System::ResultStatus load_result{
system.Load(*emu_window, filepath, secondary_window.get())};
switch (load_result) {
case Core::System::ResultStatus::ErrorGetLoader:
LOG_CRITICAL(Frontend, "Failed to obtain loader for {}!", filepath);
return -1;
case Core::System::ResultStatus::ErrorLoader:
LOG_CRITICAL(Frontend, "Failed to load ROM!");
return -1;
case Core::System::ResultStatus::ErrorLoader_ErrorEncrypted:
LOG_CRITICAL(Frontend,
"The game that you are trying to load must be decrypted before "
"being used with Mandarine. \n\n For more information on dumping and "
"decrypting games, please refer to: "
"https://citra-emu.org/wiki/dumping-game-cartridges/");
return -1;
case Core::System::ResultStatus::ErrorLoader_ErrorInvalidFormat:
LOG_CRITICAL(Frontend, "Error while loading ROM: The ROM format is not supported.");
return -1;
case Core::System::ResultStatus::ErrorNotInitialized:
LOG_CRITICAL(Frontend, "CPUCore not initialized");
return -1;
case Core::System::ResultStatus::ErrorSystemMode:
LOG_CRITICAL(Frontend, "Failed to determine system mode!");
return -1;
case Core::System::ResultStatus::Success:
break; // Expected case
default:
LOG_ERROR(Frontend, "Error while loading ROM: {}", system.GetStatusDetails());
break;
}
if (use_multiplayer) {
if (auto member = Network::GetRoomMember().lock()) {
member->BindOnChatMessageRecieved(OnMessageReceived);
member->BindOnStatusMessageReceived(OnStatusMessageReceived);
member->BindOnStateChanged(OnStateChanged);
member->BindOnError(OnNetworkError);
LOG_DEBUG(Network, "Start connection to {}:{} with nickname {}", address, port,
nickname);
member->Join(nickname, Service::CFG::GetConsoleIdHash(system), address.c_str(), port, 0,
Network::NoPreferredMac, password);
} else {
LOG_ERROR(Network, "Could not access RoomMember");
return 0;
}
}
if (!movie_play.empty()) {
auto metadata = movie.GetMovieMetadata(movie_play);
LOG_INFO(Movie, "Author: {}", metadata.author);
LOG_INFO(Movie, "Rerecord count: {}", metadata.rerecord_count);
LOG_INFO(Movie, "Input count: {}", metadata.input_count);
movie.StartPlayback(movie_play);
}
if (!movie_record.empty()) {
movie.StartRecording(movie_record, movie_record_author);
}
if (!dump_video.empty() && DynamicLibrary::FFmpeg::LoadFFmpeg()) {
auto& renderer = system.GPU().Renderer();
const auto layout{
Layout::FrameLayoutFromResolutionScale(renderer.GetResolutionScaleFactor())};
auto dumper = std::make_shared<VideoDumper::FFmpegBackend>(renderer);
if (dumper->StartDumping(dump_video, layout)) {
system.RegisterVideoDumper(dumper);
}
}
#ifdef __unix__
Common::Linux::StartGamemode();
#endif
std::thread main_render_thread([&emu_window] { emu_window->Present(); });
std::thread secondary_render_thread([&secondary_window] {
if (secondary_window) {
secondary_window->Present();
}
});
std::atomic_bool stop_run;
system.GPU().Renderer().Rasterizer()->LoadDiskResources(
stop_run, [](VideoCore::LoadCallbackStage stage, std::size_t value, std::size_t total) {
LOG_DEBUG(Frontend, "Loading stage {} progress {} {}", static_cast<u32>(stage), value,
total);
});
const auto secondary_is_open = [&secondary_window] {
// if the secondary window isn't created, it shouldn't affect the main loop
return secondary_window ? secondary_window->IsOpen() : true;
};
while (emu_window->IsOpen() && secondary_is_open()) {
const auto result = system.RunLoop();
switch (result) {
case Core::System::ResultStatus::ShutdownRequested:
emu_window->RequestClose();
break;
case Core::System::ResultStatus::Success:
break;
default:
LOG_ERROR(Frontend, "Error in main run loop: {}", result, system.GetStatusDetails());
break;
}
}
emu_window->RequestClose();
if (secondary_window) {
secondary_window->RequestClose();
}
main_render_thread.join();
secondary_render_thread.join();
movie.Shutdown();
auto video_dumper = system.GetVideoDumper();
if (video_dumper && video_dumper->IsDumping()) {
video_dumper->StopDumping();
}
Network::Shutdown();
InputCommon::Shutdown();
system.Shutdown();
#ifdef __unix__
Common::Linux::StopGamemode();
#endif
detached_tasks.WaitForAllTasks();
return 0;
}

View File

@ -1,17 +0,0 @@
#include "winresrc.h"
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
MANDARINE_ICON ICON "../../dist/mandarine.ico"
/////////////////////////////////////////////////////////////////////////////
//
// RT_MANIFEST
//
0 RT_MANIFEST "../../dist/mandarine.manifest"

View File

@ -1,7 +0,0 @@
// Copyright 2022 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_precompiled_headers.h"

View File

@ -1,16 +0,0 @@
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by pcafe.rc
//
#define IDI_ICON3 103
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 105
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1001
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif

View File

@ -189,6 +189,8 @@ add_executable(mandarine-qt
util/util.h
)
set_target_properties(mandarine-qt PROPERTIES OUTPUT_NAME "mandarine")
file(GLOB COMPAT_LIST
${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.qrc
${PROJECT_BINARY_DIR}/dist/compatibility_list/compatibility_list.json)
@ -281,11 +283,6 @@ elseif (WIN32)
endif()
endif()
if (ENABLE_SDL2)
target_link_libraries(mandarine-qt PRIVATE SDL2::SDL2)
target_compile_definitions(mandarine-qt PRIVATE HAVE_SDL2)
endif()
create_target_directory_groups(mandarine-qt)
target_link_libraries(mandarine-qt PRIVATE audio_core mandarine_common mandarine_core input_common network video_core)