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https://github.com/Lime3DS/Lime3DS.git
synced 2024-12-24 00:41:49 +01:00
EmuWindow: refactor touch input into a TouchDevice
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c84e60b470
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2617de1fe6
@ -78,6 +78,8 @@ void Config::ReadValues() {
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Settings::values.motion_device = sdl2_config->Get(
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"Controls", "motion_device", "engine:motion_emu,update_period:100,sensitivity:0.01");
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Settings::values.touch_device =
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sdl2_config->Get("Controls", "touch_device", "engine:emu_window");
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// Core
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Settings::values.use_cpu_jit = sdl2_config->GetBoolean("Core", "use_cpu_jit", true);
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@ -62,6 +62,10 @@ c_stick=
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# - "sensitivity": the coefficient converting mouse movement to tilting angle (default to 0.01)
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motion_device=
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# for touch input, the following devices are available:
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# - "emu_window" (default) for emulating touch input from mouse input to the emulation window. No parameters required
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touch_device=
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[Core]
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# Whether to use the Just-In-Time (JIT) compiler for CPU emulation
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# 0: Interpreter (slow), 1 (default): JIT (fast)
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@ -61,6 +61,8 @@ void Config::ReadValues() {
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qt_config->value("motion_device", "engine:motion_emu,update_period:100,sensitivity:0.01")
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.toString()
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.toStdString();
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Settings::values.touch_device =
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qt_config->value("touch_device", "engine:emu_window").toString().toStdString();
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qt_config->endGroup();
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@ -209,6 +211,7 @@ void Config::SaveValues() {
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QString::fromStdString(Settings::values.analogs[i]));
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}
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qt_config->setValue("motion_device", QString::fromStdString(Settings::values.motion_device));
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qt_config->setValue("touch_device", QString::fromStdString(Settings::values.touch_device));
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qt_config->endGroup();
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qt_config->beginGroup("Core");
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@ -2,14 +2,55 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cmath>
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#include "common/assert.h"
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#include "core/3ds.h"
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#include "core/core.h"
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#include <mutex>
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#include "core/frontend/emu_window.h"
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#include "core/frontend/input.h"
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#include "core/settings.h"
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class EmuWindow::TouchState : public Input::Factory<Input::TouchDevice>,
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public std::enable_shared_from_this<TouchState> {
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public:
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std::unique_ptr<Input::TouchDevice> Create(const Common::ParamPackage&) override {
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return std::make_unique<Device>(shared_from_this());
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}
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std::mutex mutex;
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bool touch_pressed = false; ///< True if touchpad area is currently pressed, otherwise false
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float touch_x = 0.0f; ///< Touchpad X-position
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float touch_y = 0.0f; ///< Touchpad Y-position
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private:
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class Device : public Input::TouchDevice {
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public:
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explicit Device(std::weak_ptr<TouchState>&& touch_state) : touch_state(touch_state) {}
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std::tuple<float, float, bool> GetStatus() const override {
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if (auto state = touch_state.lock()) {
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std::lock_guard<std::mutex> guard(state->mutex);
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return std::make_tuple(state->touch_x, state->touch_y, state->touch_pressed);
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}
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return std::make_tuple(0.0f, 0.0f, false);
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}
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private:
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std::weak_ptr<TouchState> touch_state;
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};
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};
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EmuWindow::EmuWindow() {
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// TODO: Find a better place to set this.
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config.min_client_area_size = std::make_pair(400u, 480u);
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active_config = config;
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touch_state = std::make_shared<TouchState>();
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Input::RegisterFactory<Input::TouchDevice>("emu_window", touch_state);
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}
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EmuWindow::~EmuWindow() {
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Input::UnregisterFactory<Input::TouchDevice>("emu_window");
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}
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/**
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* Check if the given x/y coordinates are within the touchpad specified by the framebuffer layout
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* @param layout FramebufferLayout object describing the framebuffer size and screen positions
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@ -38,22 +79,26 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
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return;
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touch_x = Core::kScreenBottomWidth * (framebuffer_x - framebuffer_layout.bottom_screen.left) /
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(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
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touch_y = Core::kScreenBottomHeight * (framebuffer_y - framebuffer_layout.bottom_screen.top) /
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(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
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std::lock_guard<std::mutex> guard(touch_state->mutex);
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touch_state->touch_x =
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static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) /
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(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
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touch_state->touch_y =
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static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
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(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
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touch_pressed = true;
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touch_state->touch_pressed = true;
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}
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void EmuWindow::TouchReleased() {
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touch_pressed = false;
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touch_x = 0;
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touch_y = 0;
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std::lock_guard<std::mutex> guard(touch_state->mutex);
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touch_state->touch_pressed = false;
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touch_state->touch_x = 0;
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touch_state->touch_y = 0;
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}
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void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
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if (!touch_pressed)
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if (!touch_state->touch_pressed)
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return;
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
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@ -4,11 +4,10 @@
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#pragma once
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#include <mutex>
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#include <memory>
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#include <tuple>
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#include <utility>
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#include "common/common_types.h"
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#include "common/math_util.h"
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#include "core/frontend/framebuffer_layout.h"
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/**
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@ -68,17 +67,6 @@ public:
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*/
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void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
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/**
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* Gets the current touch screen state (touch X/Y coordinates and whether or not it is pressed).
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* @note This should be called by the core emu thread to get a state set by the window thread.
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* @todo Fix this function to be thread-safe.
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* @return std::tuple of (x, y, pressed) where `x` and `y` are the touch coordinates and
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* `pressed` is true if the touch screen is currently being pressed
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*/
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std::tuple<u16, u16, bool> GetTouchState() const {
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return std::make_tuple(touch_x, touch_y, touch_pressed);
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}
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/**
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* Returns currently active configuration.
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* @note Accesses to the returned object need not be consistent because it may be modified in
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@ -113,15 +101,8 @@ public:
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void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
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protected:
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EmuWindow() {
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// TODO: Find a better place to set this.
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config.min_client_area_size = std::make_pair(400u, 480u);
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active_config = config;
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touch_x = 0;
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touch_y = 0;
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touch_pressed = false;
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}
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virtual ~EmuWindow() {}
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EmuWindow();
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virtual ~EmuWindow();
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/**
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* Processes any pending configuration changes from the last SetConfig call.
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@ -177,10 +158,8 @@ private:
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/// ProcessConfigurationChanges)
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WindowConfig active_config; ///< Internal active configuration
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bool touch_pressed; ///< True if touchpad area is currently pressed, otherwise false
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u16 touch_x; ///< Touchpad X-position in native 3DS pixel coordinates (0-320)
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u16 touch_y; ///< Touchpad Y-position in native 3DS pixel coordinates (0-240)
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class TouchState;
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std::shared_ptr<TouchState> touch_state;
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/**
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* Clip the provided coordinates to be inside the touchscreen area.
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