#include "emulator.h" #include "Core/PS4/HLE/Graphics/video_out.h" namespace Emulator { static WindowCtx* g_window_ctx = nullptr; void emuInit(u32 width, u32 height) { g_window_ctx = new WindowCtx; g_window_ctx->m_graphic_ctx.screen_width = width; g_window_ctx->m_graphic_ctx.screen_height = height; } static void CreateSdlWindow(WindowCtx* ctx) { int width = static_cast(ctx->m_graphic_ctx.screen_width); int height = static_cast(ctx->m_graphic_ctx.screen_height); if (SDL_Init(SDL_INIT_VIDEO) < 0) { printf("%s\n", SDL_GetError()); std::_Exit(0); } ctx->m_window = SDL_CreateWindowWithPosition("shadps4", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, (static_cast(SDL_WINDOW_HIDDEN) | static_cast(SDL_WINDOW_VULKAN))); ctx->is_window_hidden = true;//hide window until we need to show something (should draw something in buffers) if (ctx->m_window == nullptr) { printf("%s\n", SDL_GetError()); std::_Exit(0); } SDL_SetWindowResizable(ctx->m_window, SDL_FALSE);//we don't support resizable atm SDL_ShowWindow(g_window_ctx->m_window);//TODO should be removed just left it over to make it fancy :D } void emuRun() { g_window_ctx->m_mutex.LockMutex(); { // init window and wait until init finishes CreateSdlWindow(g_window_ctx); g_window_ctx->m_is_graphic_initialized = true; g_window_ctx->m_graphic_initialized_cond.SignalCondVar(); } g_window_ctx->m_mutex.UnlockMutex(); for (;;) { HLE::Libs::Graphics::VideoOut::videoOutFlip(100000); // flip every 0.1 sec } std::_Exit(0); } } // namespace Emulator