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https://github.com/Lime3DS/Lime3DS.git
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48ee112ceb
* common: Move settings to common from core. - Removes a dependency on core and input_common from common. * code: Wrap settings values * Port from yuzu to allow per game settings * citra_qt: Initial per-game settings dialog * citra_qt: Use new API for read/save of config values * citra_qt: Per game audio settings * citra_qt: Per game graphics settings * citra_qt: Per game system settings * citra_qt: Per game general settings * citra_qt: Document and run clang format * citra_qt: Make icon smaller and centered * citra_qt: Remove version number * Not sure how to extract that, can always add it back later * citra_qt: Wrap UISettings * citra_qt: Fix unthottled fps setting * citra_qt: Remove margin in emulation tab * citra_qt: Implement some suggestions * Bring back speed switch hotkey * Allow configuration when game is running * Rename/adjust UI stuff * citra_qt: Fix build with separate windows * citra_qt: Address feedback * citra_qt: Log per-game settings before launching games * citra_qt: Add shader cache options * Also fix android build * citra_qt: Add DLC menu option * citra_qt: Run clang-format * citra_qt: Adjust for time offset * citra_qt: Implement suggestions * Run clang-format Co-authored-by: bunnei <bunneidev@gmail.com>
50 lines
1.7 KiB
C++
50 lines
1.7 KiB
C++
// Copyright 2020 Citra Emulator Project
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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 "common/settings.h"
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#include "core/3ds.h"
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#include "input_common/touch_from_button.h"
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namespace InputCommon {
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class TouchFromButtonDevice final : public Input::TouchDevice {
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public:
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TouchFromButtonDevice() {
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for (const auto& config_entry :
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Settings::values
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.touch_from_button_maps[Settings::values.current_input_profile
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.touch_from_button_map_index]
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.buttons) {
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const Common::ParamPackage package{config_entry};
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map.emplace_back(Input::CreateDevice<Input::ButtonDevice>(config_entry),
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std::clamp(package.Get("x", 0), 0, Core::kScreenBottomWidth),
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std::clamp(package.Get("y", 0), 0, Core::kScreenBottomHeight));
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}
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}
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std::tuple<float, float, bool> GetStatus() const override {
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for (const auto& m : map) {
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const bool state = std::get<0>(m)->GetStatus();
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if (state) {
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const float x = static_cast<float>(std::get<1>(m)) / Core::kScreenBottomWidth;
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const float y = static_cast<float>(std::get<2>(m)) / Core::kScreenBottomHeight;
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return {x, y, true};
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}
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}
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return {};
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}
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private:
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// A vector of the mapped button, its x and its y-coordinate
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std::vector<std::tuple<std::unique_ptr<Input::ButtonDevice>, int, int>> map;
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};
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std::unique_ptr<Input::TouchDevice> TouchFromButtonFactory::Create(
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const Common::ParamPackage& params) {
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return std::make_unique<TouchFromButtonDevice>();
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}
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} // namespace InputCommon
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