yuzu_cmd: Fix touch input
This commit is contained in:
parent
8a33f8bd30
commit
424643f9af
@ -32,10 +32,6 @@ EmuWindow_SDL2::~EmuWindow_SDL2() {
|
|||||||
SDL_Quit();
|
SDL_Quit();
|
||||||
}
|
}
|
||||||
|
|
||||||
void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
|
|
||||||
input_subsystem->GetMouse()->MouseMove(x, y, 0, 0, 0, 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
|
InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
|
||||||
switch (button) {
|
switch (button) {
|
||||||
case SDL_BUTTON_LEFT:
|
case SDL_BUTTON_LEFT:
|
||||||
@ -53,44 +49,36 @@ InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) cons
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::pair<float, float> EmuWindow_SDL2::MouseToTouchPos(s32 touch_x, s32 touch_y) const {
|
||||||
|
int w, h;
|
||||||
|
SDL_GetWindowSize(render_window, &w, &h);
|
||||||
|
const float fx = static_cast<float>(touch_x) / w;
|
||||||
|
const float fy = static_cast<float>(touch_y) / h;
|
||||||
|
|
||||||
|
return {std::clamp<float>(fx, 0.0f, 1.0f), std::clamp<float>(fy, 0.0f, 1.0f)};
|
||||||
|
}
|
||||||
|
|
||||||
void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
|
void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
|
||||||
const auto mouse_button = SDLButtonToMouseButton(button);
|
const auto mouse_button = SDLButtonToMouseButton(button);
|
||||||
if (state == SDL_PRESSED) {
|
if (state == SDL_PRESSED) {
|
||||||
input_subsystem->GetMouse()->PressButton(x, y, 0, 0, mouse_button);
|
const auto [touch_x, touch_y] = MouseToTouchPos(x, y);
|
||||||
|
input_subsystem->GetMouse()->PressButton(x, y, touch_x, touch_y, mouse_button);
|
||||||
} else {
|
} else {
|
||||||
input_subsystem->GetMouse()->ReleaseButton(mouse_button);
|
input_subsystem->GetMouse()->ReleaseButton(mouse_button);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, float touch_y) const {
|
void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
|
||||||
int w, h;
|
const auto [touch_x, touch_y] = MouseToTouchPos(x, y);
|
||||||
SDL_GetWindowSize(render_window, &w, &h);
|
input_subsystem->GetMouse()->MouseMove(x, y, touch_x, touch_y, 0, 0);
|
||||||
|
|
||||||
touch_x *= w;
|
|
||||||
touch_y *= h;
|
|
||||||
|
|
||||||
return {static_cast<unsigned>(std::max(std::round(touch_x), 0.0f)),
|
|
||||||
static_cast<unsigned>(std::max(std::round(touch_y), 0.0f))};
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void EmuWindow_SDL2::OnFingerDown(float x, float y, std::size_t id) {
|
void EmuWindow_SDL2::OnFingerDown(float x, float y, std::size_t id) {
|
||||||
int width, height;
|
input_subsystem->GetTouchScreen()->TouchPressed(x, y, id);
|
||||||
SDL_GetWindowSize(render_window, &width, &height);
|
|
||||||
const auto [px, py] = TouchToPixelPos(x, y);
|
|
||||||
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, std::size_t id) {
|
void EmuWindow_SDL2::OnFingerMotion(float x, float y, std::size_t id) {
|
||||||
int width, height;
|
input_subsystem->GetTouchScreen()->TouchMoved(x, y, id);
|
||||||
SDL_GetWindowSize(render_window, &width, &height);
|
|
||||||
const auto [px, py] = TouchToPixelPos(x, y);
|
|
||||||
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() {
|
void EmuWindow_SDL2::OnFingerUp() {
|
||||||
|
@ -38,17 +38,17 @@ protected:
|
|||||||
/// Called by WaitEvent when a key is pressed or released.
|
/// Called by WaitEvent when a key is pressed or released.
|
||||||
void OnKeyEvent(int key, u8 state);
|
void OnKeyEvent(int key, u8 state);
|
||||||
|
|
||||||
/// Called by WaitEvent when the mouse moves.
|
|
||||||
void OnMouseMotion(s32 x, s32 y);
|
|
||||||
|
|
||||||
/// Converts a SDL mouse button into MouseInput mouse button
|
/// Converts a SDL mouse button into MouseInput mouse button
|
||||||
InputCommon::MouseButton SDLButtonToMouseButton(u32 button) const;
|
InputCommon::MouseButton SDLButtonToMouseButton(u32 button) const;
|
||||||
|
|
||||||
|
/// Translates pixel position to float position
|
||||||
|
std::pair<float, float> MouseToTouchPos(s32 touch_x, s32 touch_y) const;
|
||||||
|
|
||||||
/// Called by WaitEvent when a mouse button is pressed or released
|
/// Called by WaitEvent when a mouse button is pressed or released
|
||||||
void OnMouseButton(u32 button, u8 state, s32 x, s32 y);
|
void OnMouseButton(u32 button, u8 state, s32 x, s32 y);
|
||||||
|
|
||||||
/// Translates pixel position (0..1) to pixel positions
|
/// Called by WaitEvent when the mouse moves.
|
||||||
std::pair<unsigned, unsigned> TouchToPixelPos(float touch_x, float touch_y) const;
|
void OnMouseMotion(s32 x, s32 y);
|
||||||
|
|
||||||
/// Called by WaitEvent when a finger starts touching the touchscreen
|
/// Called by WaitEvent when a finger starts touching the touchscreen
|
||||||
void OnFingerDown(float x, float y, std::size_t id);
|
void OnFingerDown(float x, float y, std::size_t id);
|
||||||
|
Loading…
Reference in New Issue
Block a user