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eden/src/yuzu_cmd/emu_window/emu_window_sdl3.cpp
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: 2016 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#include <SDL3/SDL.h>
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#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
#include "common/logging.h"
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#include "common/scm_rev.h"
#include "common/settings.h"
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#include "core/core.h"
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#include "core/perf_stats.h"
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#include "hid_core/hid_core.h"
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#include "input_common/drivers/keyboard.h"
#include "input_common/drivers/mouse.h"
#include "input_common/drivers/touch_screen.h"
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#include "input_common/main.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl3.h"
#include "yuzu_cmd/yuzu_icon.h"
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EmuWindow_SDL3::EmuWindow_SDL3(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_)
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: input_subsystem{input_subsystem_}, system{system_} {
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input_subsystem->Initialize();
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD)) {
LOG_CRITICAL(Frontend, "Failed to initialize SDL3: {}, Exiting...", SDL_GetError());
exit(1);
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}
}
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EmuWindow_SDL3::~EmuWindow_SDL3() {
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system.HIDCore().UnloadInputDevices();
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input_subsystem->Shutdown();
SDL_Quit();
}
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InputCommon::MouseButton EmuWindow_SDL3::SDLButtonToMouseButton(u32 button) const {
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switch (button) {
case SDL_BUTTON_LEFT:
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return InputCommon::MouseButton::Left;
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case SDL_BUTTON_RIGHT:
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return InputCommon::MouseButton::Right;
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case SDL_BUTTON_MIDDLE:
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return InputCommon::MouseButton::Wheel;
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case SDL_BUTTON_X1:
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return InputCommon::MouseButton::Backward;
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case SDL_BUTTON_X2:
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return InputCommon::MouseButton::Forward;
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default:
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return InputCommon::MouseButton::Undefined;
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}
}
/// @brief Translates pixel position to float position
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EmuWindow_SDL3::FloatPairNonHFA EmuWindow_SDL3::MouseToTouchPos(s32 touch_x, s32 touch_y) const {
int w = 0, h = 0;
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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
};
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}
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void EmuWindow_SDL3::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
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const auto mouse_button = SDLButtonToMouseButton(button);
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if (state != 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);
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} else {
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input_subsystem->GetMouse()->ReleaseButton(mouse_button);
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}
}
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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);
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}
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void EmuWindow_SDL3::OnFingerDown(float x, float y, std::size_t id) {
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input_subsystem->GetTouchScreen()->TouchPressed(x, y, id);
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}
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void EmuWindow_SDL3::OnFingerMotion(float x, float y, std::size_t id) {
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input_subsystem->GetTouchScreen()->TouchMoved(x, y, id);
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}
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void EmuWindow_SDL3::OnFingerUp() {
input_subsystem->GetTouchScreen()->ReleaseAllTouch();
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}
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void EmuWindow_SDL3::OnKeyEvent(int key, u8 state) {
if (state != 0) {
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input_subsystem->GetKeyboard()->PressKey(static_cast<std::size_t>(key));
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} else {
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input_subsystem->GetKeyboard()->ReleaseKey(static_cast<std::size_t>(key));
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}
}
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bool EmuWindow_SDL3::IsOpen() const {
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return is_open;
}
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bool EmuWindow_SDL3::IsShown() const {
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return is_shown;
}
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void EmuWindow_SDL3::OnResize() {
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int width, height;
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SDL_GetWindowSizeInPixels(render_window, &width, &height);
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UpdateCurrentFramebufferLayout(width, height);
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}
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void EmuWindow_SDL3::ShowCursor(bool show_cursor) {
if (show_cursor) {
SDL_ShowCursor();
} else {
SDL_HideCursor();
}
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}
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void EmuWindow_SDL3::Fullscreen() {
SDL_DisplayMode display_mode;
switch (Settings::values.fullscreen_mode.GetValue()) {
case Settings::FullscreenMode::Exclusive:
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// 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);
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SDL_SetWindowFullscreenMode(render_window, &display_mode);
} else {
LOG_ERROR(Frontend, "SDL_GetDesktopDisplayMode failed: {}", SDL_GetError());
}
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if (SDL_SetWindowFullscreen(render_window, true)) {
return;
}
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LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());
LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
[[fallthrough]];
case Settings::FullscreenMode::Borderless:
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SDL_SetWindowFullscreenMode(render_window, nullptr);
if (SDL_SetWindowFullscreen(render_window, true)) {
return;
}
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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;
}
}
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void EmuWindow_SDL3::OnEvent(SDL_Event& event) {
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// 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) {
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case SDL_EVENT_WINDOW_RESIZED:
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
case SDL_EVENT_WINDOW_MAXIMIZED:
case SDL_EVENT_WINDOW_RESTORED:
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return OnResize();
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case SDL_EVENT_WINDOW_MINIMIZED:
is_shown = false;
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return OnResize();
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case SDL_EVENT_WINDOW_EXPOSED:
is_shown = true;
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return OnResize();
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case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
is_open = false;
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return;
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case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
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return OnKeyEvent(int(event.key.scancode), event.key.down ? 1 : 0);
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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);
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return;
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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));
}
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return;
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case SDL_EVENT_FINGER_DOWN:
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return OnFingerDown(event.tfinger.x, event.tfinger.y, std::size_t(event.tfinger.touchID));
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case SDL_EVENT_FINGER_MOTION:
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return OnFingerMotion(event.tfinger.x, event.tfinger.y, std::size_t(event.tfinger.touchID));
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case SDL_EVENT_FINGER_UP:
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return OnFingerUp();
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case SDL_EVENT_QUIT:
is_open = false;
break;
default:
break;
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}
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if (auto const current_time = SDL_GetTicks(); current_time > last_time + 2000) {
auto const results = system.GetAndResetPerfStats();
auto const title = fmt::format("{} | {}-{} | FPS: {:.0f} ({:.0f}%)", Common::g_build_fullname, Common::g_scm_branch, Common::g_scm_desc, results.average_game_fps, results.emulation_speed * 100.0);
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SDL_SetWindowTitle(render_window, title.c_str());
last_time = current_time;
}
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}
// Credits to Samantas5855 and others for this function.
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void EmuWindow_SDL3::SetWindowIcon() {
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#if defined(__EMSCRIPTEN__) || defined(__wasi__)
// Icons do not work yet
#else
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SDL_IOStream* const yuzu_icon_stream = SDL_IOFromConstMem((void*)yuzu_icon, yuzu_icon_size);
if (yuzu_icon_stream == nullptr) {
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LOG_WARNING(Frontend, "Failed to create Eden icon stream.");
return;
}
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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);
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SDL_DestroySurface(window_icon);
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#endif
}
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void EmuWindow_SDL3::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
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SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
}