yuzu_cmd: Use new input
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parent
737d305f63
commit
14b949a0da
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@ -9,10 +9,10 @@
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#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 "input_common/keyboard.h"
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#include "input_common/drivers/keyboard.h"
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#include "input_common/drivers/mouse.h"
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#include "input_common/drivers/touch_screen.h"
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#include "input_common/main.h"
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#include "input_common/mouse/mouse_input.h"
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#include "input_common/sdl/sdl.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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#include "yuzu_cmd/yuzu_icon.h"
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@ -32,44 +32,34 @@ EmuWindow_SDL2::~EmuWindow_SDL2() {
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}
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0), 0);
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input_subsystem->GetMouse()->MouseMove(x, y, 0, 0);
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input_subsystem->GetMouse()->MouseMove(x, y, 0, 0, 0, 0);
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}
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MouseInput::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
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InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
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switch (button) {
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case SDL_BUTTON_LEFT:
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return MouseInput::MouseButton::Left;
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return InputCommon::MouseButton::Left;
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case SDL_BUTTON_RIGHT:
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return MouseInput::MouseButton::Right;
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return InputCommon::MouseButton::Right;
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case SDL_BUTTON_MIDDLE:
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return MouseInput::MouseButton::Wheel;
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return InputCommon::MouseButton::Wheel;
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case SDL_BUTTON_X1:
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return MouseInput::MouseButton::Backward;
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return InputCommon::MouseButton::Backward;
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case SDL_BUTTON_X2:
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return MouseInput::MouseButton::Forward;
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return InputCommon::MouseButton::Forward;
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default:
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return MouseInput::MouseButton::Undefined;
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return InputCommon::MouseButton::Undefined;
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}
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}
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void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
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const auto mouse_button = SDLButtonToMouseButton(button);
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if (button == SDL_BUTTON_LEFT) {
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if (state == SDL_PRESSED) {
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TouchPressed((unsigned)std::max(x, 0), (unsigned)std::max(y, 0), 0);
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} else {
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TouchReleased(0);
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}
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} else {
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if (state == SDL_PRESSED) {
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input_subsystem->GetMouse()->PressButton(x, y, mouse_button);
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input_subsystem->GetMouse()->PressButton(x, y, 0, 0, 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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}
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}
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std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, float touch_y) const {
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int w, h;
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@ -82,29 +72,35 @@ std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, flo
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static_cast<unsigned>(std::max(std::round(touch_y), 0.0f))};
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}
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void EmuWindow_SDL2::OnFingerDown(float x, float y) {
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// TODO(NeatNit): keep track of multitouch using the fingerID and a dictionary of some kind
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// This isn't critical because the best we can do when we have that is to average them, like the
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// 3DS does
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void EmuWindow_SDL2::OnFingerDown(float x, float y, std::size_t id) {
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int width, height;
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SDL_GetWindowSize(render_window, &width, &height);
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const auto [px, py] = TouchToPixelPos(x, y);
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TouchPressed(px, py, 0);
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const float fx = px * 1.0f / width;
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const float fy = py * 1.0f / height;
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input_subsystem->GetTouchScreen()->TouchPressed(fx, fy, id);
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}
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void EmuWindow_SDL2::OnFingerMotion(float x, float y) {
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void EmuWindow_SDL2::OnFingerMotion(float x, float y, std::size_t id) {
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int width, height;
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SDL_GetWindowSize(render_window, &width, &height);
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const auto [px, py] = TouchToPixelPos(x, y);
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TouchMoved(px, py, 0);
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const float fx = px * 1.0f / width;
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const float fy = py * 1.0f / height;
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input_subsystem->GetTouchScreen()->TouchMoved(fx, fy, id);
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}
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void EmuWindow_SDL2::OnFingerUp() {
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TouchReleased(0);
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input_subsystem->GetTouchScreen()->TouchReleased(0);
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}
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void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
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if (state == SDL_PRESSED) {
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input_subsystem->GetKeyboard()->PressKey(key);
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input_subsystem->GetKeyboard()->PressKey(static_cast<std::size_t>(key));
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} else if (state == SDL_RELEASED) {
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input_subsystem->GetKeyboard()->ReleaseKey(key);
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input_subsystem->GetKeyboard()->ReleaseKey(static_cast<std::size_t>(key));
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}
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}
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@ -205,10 +201,12 @@ void EmuWindow_SDL2::WaitEvent() {
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}
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break;
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case SDL_FINGERDOWN:
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OnFingerDown(event.tfinger.x, event.tfinger.y);
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OnFingerDown(event.tfinger.x, event.tfinger.y,
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static_cast<std::size_t>(event.tfinger.touchId));
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break;
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case SDL_FINGERMOTION:
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OnFingerMotion(event.tfinger.x, event.tfinger.y);
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OnFingerMotion(event.tfinger.x, event.tfinger.y,
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static_cast<std::size_t>(event.tfinger.touchId));
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break;
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case SDL_FINGERUP:
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OnFingerUp();
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@ -16,11 +16,8 @@ class System;
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namespace InputCommon {
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class InputSubsystem;
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}
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namespace MouseInput {
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enum class MouseButton;
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}
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} // namespace InputCommon
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class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
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public:
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@ -47,7 +44,7 @@ protected:
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void OnMouseMotion(s32 x, s32 y);
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/// Converts a SDL mouse button into MouseInput mouse button
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MouseInput::MouseButton SDLButtonToMouseButton(u32 button) const;
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InputCommon::MouseButton SDLButtonToMouseButton(u32 button) const;
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/// Called by WaitEvent when a mouse button is pressed or released
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void OnMouseButton(u32 button, u8 state, s32 x, s32 y);
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@ -56,10 +53,10 @@ protected:
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std::pair<unsigned, unsigned> TouchToPixelPos(float touch_x, float touch_y) const;
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/// Called by WaitEvent when a finger starts touching the touchscreen
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void OnFingerDown(float x, float y);
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void OnFingerDown(float x, float y, std::size_t id);
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/// Called by WaitEvent when a finger moves while touching the touchscreen
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void OnFingerMotion(float x, float y);
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void OnFingerMotion(float x, float y, std::size_t id);
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/// Called by WaitEvent when a finger stops touching the touchscreen
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void OnFingerUp();
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@ -17,7 +17,6 @@
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#include "common/settings.h"
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#include "common/string_util.h"
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#include "core/core.h"
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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#include "video_core/renderer_base.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2_gl.h"
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