Fix mouse touchscreen in SBS 3D mode.
You can now click or drag on either eye's touchscreen.
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e3fb0efac3
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@ -63,8 +63,10 @@ static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigne
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if (Settings::values.toggle_3d) {
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return (framebuffer_y >= layout.bottom_screen.top &&
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framebuffer_y < layout.bottom_screen.bottom &&
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framebuffer_x >= layout.bottom_screen.left / 2 &&
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framebuffer_x < layout.bottom_screen.right / 2);
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((framebuffer_x >= layout.bottom_screen.left / 2 &&
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framebuffer_x < layout.bottom_screen.right / 2) ||
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(framebuffer_x >= (layout.bottom_screen.left / 2) + (layout.width / 2) &&
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framebuffer_x < (layout.bottom_screen.right / 2) + (layout.width / 2))));
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} else {
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return (framebuffer_y >= layout.bottom_screen.top &&
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framebuffer_y < layout.bottom_screen.bottom &&
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@ -74,8 +76,15 @@ static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigne
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}
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std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) {
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new_x = std::max(new_x, framebuffer_layout.bottom_screen.left);
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new_x = std::min(new_x, framebuffer_layout.bottom_screen.right - 1);
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if (Settings::values.toggle_3d) {
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if (new_x >= framebuffer_layout.width / 2)
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new_x -= framebuffer_layout.width / 2;
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new_x = std::max(new_x, framebuffer_layout.bottom_screen.left / 2);
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new_x = std::min(new_x, framebuffer_layout.bottom_screen.right / 2 - 1);
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} else {
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new_x = std::max(new_x, framebuffer_layout.bottom_screen.left);
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new_x = std::min(new_x, framebuffer_layout.bottom_screen.right - 1);
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}
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new_y = std::max(new_y, framebuffer_layout.bottom_screen.top);
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new_y = std::min(new_y, framebuffer_layout.bottom_screen.bottom - 1);
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@ -87,6 +96,8 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
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return;
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if (Settings::values.toggle_3d && framebuffer_x >= framebuffer_layout.width / 2)
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framebuffer_x -= framebuffer_layout.width / 2;
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std::lock_guard<std::mutex> guard(touch_state->mutex);
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if (Settings::values.toggle_3d) {
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touch_state->touch_x =
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