#include #include "common/logging/log.h" #include "input_common/drivers/touch_screen.h" #include "input_common/drivers/virtual_gamepad.h" #include "input_common/main.h" #include "jni/emu_window/emu_window.h" void EmuWindow_Android::OnSurfaceChanged(ANativeWindow* surface) { render_window = surface; } void EmuWindow_Android::OnTouchPressed(int id, float x, float y) { const auto [touch_x, touch_y] = MapToTouchScreen(x, y); input_subsystem->GetTouchScreen()->TouchPressed(touch_x, touch_y, id); } void EmuWindow_Android::OnTouchMoved(int id, float x, float y) { const auto [touch_x, touch_y] = MapToTouchScreen(x, y); input_subsystem->GetTouchScreen()->TouchMoved(touch_x, touch_y, id); } void EmuWindow_Android::OnTouchReleased(int id) { input_subsystem->GetTouchScreen()->TouchReleased(id); } void EmuWindow_Android::OnGamepadButtonEvent(int player_index, int button_id, bool pressed) { input_subsystem->GetVirtualGamepad()->SetButtonState(player_index, button_id, pressed); } void EmuWindow_Android::OnGamepadJoystickEvent(int player_index, int stick_id, float x, float y) { input_subsystem->GetVirtualGamepad()->SetStickPosition(player_index, stick_id, x, y); } void EmuWindow_Android::OnGamepadMotionEvent(int player_index, u64 delta_timestamp, float gyro_x, float gyro_y, float gyro_z, float accel_x, float accel_y, float accel_z) { input_subsystem->GetVirtualGamepad()->SetMotionState(player_index, delta_timestamp, gyro_x, gyro_y, gyro_z, accel_x, accel_y, accel_z); } EmuWindow_Android::EmuWindow_Android(InputCommon::InputSubsystem* input_subsystem_, ANativeWindow* surface_) : input_subsystem{input_subsystem_} { LOG_INFO(Frontend, "initializing"); if (!surface_) { LOG_CRITICAL(Frontend, "surface is nullptr"); return; } window_width = ANativeWindow_getWidth(surface_); window_height = ANativeWindow_getHeight(surface_); // Ensures that we emulate with the correct aspect ratio. UpdateCurrentFramebufferLayout(window_width, window_height); host_window = surface_; window_info.type = Core::Frontend::WindowSystemType::Android; window_info.render_surface = reinterpret_cast(host_window); input_subsystem->Initialize(); } EmuWindow_Android::~EmuWindow_Android() { input_subsystem->Shutdown(); }