yuzu_cmd: Use new input

This commit is contained in:
german77 2021-09-20 19:40:00 -05:00 committed by Narr the Reg
parent 737d305f63
commit 14b949a0da
3 changed files with 39 additions and 45 deletions

View file

@ -9,10 +9,10 @@
#include "common/settings.h"
#include "core/core.h"
#include "core/perf_stats.h"
#include "input_common/keyboard.h"
#include "input_common/drivers/keyboard.h"
#include "input_common/drivers/mouse.h"
#include "input_common/drivers/touch_screen.h"
#include "input_common/main.h"
#include "input_common/mouse/mouse_input.h"
#include "input_common/sdl/sdl.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
#include "yuzu_cmd/yuzu_icon.h"
@ -32,42 +32,32 @@ EmuWindow_SDL2::~EmuWindow_SDL2() {
}
void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0), 0);
input_subsystem->GetMouse()->MouseMove(x, y, 0, 0);
input_subsystem->GetMouse()->MouseMove(x, y, 0, 0, 0, 0);
}
MouseInput::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
switch (button) {
case SDL_BUTTON_LEFT:
return MouseInput::MouseButton::Left;
return InputCommon::MouseButton::Left;
case SDL_BUTTON_RIGHT:
return MouseInput::MouseButton::Right;
return InputCommon::MouseButton::Right;
case SDL_BUTTON_MIDDLE:
return MouseInput::MouseButton::Wheel;
return InputCommon::MouseButton::Wheel;
case SDL_BUTTON_X1:
return MouseInput::MouseButton::Backward;
return InputCommon::MouseButton::Backward;
case SDL_BUTTON_X2:
return MouseInput::MouseButton::Forward;
return InputCommon::MouseButton::Forward;
default:
return MouseInput::MouseButton::Undefined;
return InputCommon::MouseButton::Undefined;
}
}
void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
const auto mouse_button = SDLButtonToMouseButton(button);
if (button == SDL_BUTTON_LEFT) {
if (state == SDL_PRESSED) {
TouchPressed((unsigned)std::max(x, 0), (unsigned)std::max(y, 0), 0);
} else {
TouchReleased(0);
}
if (state == SDL_PRESSED) {
input_subsystem->GetMouse()->PressButton(x, y, 0, 0, mouse_button);
} else {
if (state == SDL_PRESSED) {
input_subsystem->GetMouse()->PressButton(x, y, mouse_button);
} else {
input_subsystem->GetMouse()->ReleaseButton(mouse_button);
}
input_subsystem->GetMouse()->ReleaseButton(mouse_button);
}
}
@ -82,29 +72,35 @@ std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, flo
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
void EmuWindow_SDL2::OnFingerDown(float x, float y, std::size_t id) {
int width, height;
SDL_GetWindowSize(render_window, &width, &height);
const auto [px, py] = TouchToPixelPos(x, y);
TouchPressed(px, py, 0);
const float fx = px * 1.0f / width;
const float fy = py * 1.0f / height;
input_subsystem->GetTouchScreen()->TouchPressed(fx, fy, id);
}
void EmuWindow_SDL2::OnFingerMotion(float x, float y) {
void EmuWindow_SDL2::OnFingerMotion(float x, float y, std::size_t id) {
int width, height;
SDL_GetWindowSize(render_window, &width, &height);
const auto [px, py] = TouchToPixelPos(x, y);
TouchMoved(px, py, 0);
const float fx = px * 1.0f / width;
const float fy = py * 1.0f / height;
input_subsystem->GetTouchScreen()->TouchMoved(fx, fy, id);
}
void EmuWindow_SDL2::OnFingerUp() {
TouchReleased(0);
input_subsystem->GetTouchScreen()->TouchReleased(0);
}
void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
if (state == SDL_PRESSED) {
input_subsystem->GetKeyboard()->PressKey(key);
input_subsystem->GetKeyboard()->PressKey(static_cast<std::size_t>(key));
} else if (state == SDL_RELEASED) {
input_subsystem->GetKeyboard()->ReleaseKey(key);
input_subsystem->GetKeyboard()->ReleaseKey(static_cast<std::size_t>(key));
}
}
@ -205,10 +201,12 @@ void EmuWindow_SDL2::WaitEvent() {
}
break;
case SDL_FINGERDOWN:
OnFingerDown(event.tfinger.x, event.tfinger.y);
OnFingerDown(event.tfinger.x, event.tfinger.y,
static_cast<std::size_t>(event.tfinger.touchId));
break;
case SDL_FINGERMOTION:
OnFingerMotion(event.tfinger.x, event.tfinger.y);
OnFingerMotion(event.tfinger.x, event.tfinger.y,
static_cast<std::size_t>(event.tfinger.touchId));
break;
case SDL_FINGERUP:
OnFingerUp();

View file

@ -16,11 +16,8 @@ class System;
namespace InputCommon {
class InputSubsystem;
}
namespace MouseInput {
enum class MouseButton;
}
} // namespace InputCommon
class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
public:
@ -47,7 +44,7 @@ protected:
void OnMouseMotion(s32 x, s32 y);
/// Converts a SDL mouse button into MouseInput mouse button
MouseInput::MouseButton SDLButtonToMouseButton(u32 button) const;
InputCommon::MouseButton SDLButtonToMouseButton(u32 button) const;
/// Called by WaitEvent when a mouse button is pressed or released
void OnMouseButton(u32 button, u8 state, s32 x, s32 y);
@ -56,10 +53,10 @@ protected:
std::pair<unsigned, unsigned> TouchToPixelPos(float touch_x, float touch_y) const;
/// Called by WaitEvent when a finger starts touching the touchscreen
void OnFingerDown(float x, float y);
void OnFingerDown(float x, float y, std::size_t id);
/// Called by WaitEvent when a finger moves while touching the touchscreen
void OnFingerMotion(float x, float y);
void OnFingerMotion(float x, float y, std::size_t id);
/// Called by WaitEvent when a finger stops touching the touchscreen
void OnFingerUp();

View file

@ -17,7 +17,6 @@
#include "common/settings.h"
#include "common/string_util.h"
#include "core/core.h"
#include "input_common/keyboard.h"
#include "input_common/main.h"
#include "video_core/renderer_base.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2_gl.h"