From 14b949a0da6aa600d873c88f1836921f4d9a7919 Mon Sep 17 00:00:00 2001 From: german77 Date: Mon, 20 Sep 2021 19:40:00 -0500 Subject: yuzu_cmd: Use new input --- src/yuzu_cmd/emu_window/emu_window_sdl2.cpp | 72 ++++++++++++++--------------- 1 file changed, 35 insertions(+), 37 deletions(-) (limited to 'src/yuzu_cmd/emu_window/emu_window_sdl2.cpp') diff --git a/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp b/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp index 87fce0c23..57f807826 100644 --- a/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp +++ b/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp @@ -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 EmuWindow_SDL2::TouchToPixelPos(float touch_x, flo static_cast(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(key)); } else if (state == SDL_RELEASED) { - input_subsystem->GetKeyboard()->ReleaseKey(key); + input_subsystem->GetKeyboard()->ReleaseKey(static_cast(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(event.tfinger.touchId)); break; case SDL_FINGERMOTION: - OnFingerMotion(event.tfinger.x, event.tfinger.y); + OnFingerMotion(event.tfinger.x, event.tfinger.y, + static_cast(event.tfinger.touchId)); break; case SDL_FINGERUP: OnFingerUp(); -- cgit v1.2.3