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GLFW: Implemented EmuWindow touchpad support.
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2 changed files with 26 additions and 0 deletions
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@ -16,6 +16,26 @@ EmuWindow_GLFW* EmuWindow_GLFW::GetEmuWindow(GLFWwindow* win) {
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return static_cast<EmuWindow_GLFW*>(glfwGetWindowUserPointer(win));
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}
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void EmuWindow_GLFW::OnMouseButtonEvent(GLFWwindow* window, int button, int action, int mods) {
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if (button == GLFW_MOUSE_BUTTON_LEFT) {
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auto layout = GetEmuWindow(window)->GetFramebufferLayout();
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double x, y;
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glfwGetCursorPos(window, &x, &y);
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if (action == GLFW_PRESS) {
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EmuWindow::TouchPressed(layout, static_cast<u16>(x), static_cast<u16>(y));
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} else if (action == GLFW_RELEASE) {
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EmuWindow::TouchReleased(layout, static_cast<u16>(x), static_cast<u16>(y));
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}
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}
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}
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void EmuWindow_GLFW::OnCursorPosEvent(GLFWwindow* window, double x, double y) {
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auto layout = GetEmuWindow(window)->GetFramebufferLayout();
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EmuWindow::TouchMoved(layout, static_cast<u16>(x), static_cast<u16>(y));
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}
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/// Called by GLFW when a key event occurs
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void EmuWindow_GLFW::OnKeyEvent(GLFWwindow* win, int key, int scancode, int action, int mods) {
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@ -88,6 +108,8 @@ EmuWindow_GLFW::EmuWindow_GLFW() {
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// Setup callbacks
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glfwSetKeyCallback(m_render_window, OnKeyEvent);
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glfwSetMouseButtonCallback(m_render_window, OnMouseButtonEvent);
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glfwSetCursorPosCallback(m_render_window, OnCursorPosEvent);
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glfwSetFramebufferSizeCallback(m_render_window, OnFramebufferResizeEvent);
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glfwSetWindowSizeCallback(m_render_window, OnClientAreaResizeEvent);
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@ -27,6 +27,10 @@ public:
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static void OnKeyEvent(GLFWwindow* win, int key, int scancode, int action, int mods);
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static void OnMouseButtonEvent(GLFWwindow* window, int button, int action, int mods);
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static void OnCursorPosEvent(GLFWwindow* window, double x, double y);
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/// Whether the window is still open, and a close request hasn't yet been sent
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const bool IsOpen();
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