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yuzu_cmd: Fix touch input

This commit is contained in:
german77 2023-02-04 10:31:12 -06:00
parent 8a33f8bd30
commit 424643f9af
2 changed files with 21 additions and 33 deletions

View file

@ -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() {

View file

@ -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);