Lime3DS/src/input_common/touch_from_button.cpp
GPUCode 48ee112ceb
Add per game configuration options (#6187)
* 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>
2022-12-08 13:27:25 +02:00

50 lines
1.7 KiB
C++

// Copyright 2020 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/settings.h"
#include "core/3ds.h"
#include "input_common/touch_from_button.h"
namespace InputCommon {
class TouchFromButtonDevice final : public Input::TouchDevice {
public:
TouchFromButtonDevice() {
for (const auto& config_entry :
Settings::values
.touch_from_button_maps[Settings::values.current_input_profile
.touch_from_button_map_index]
.buttons) {
const Common::ParamPackage package{config_entry};
map.emplace_back(Input::CreateDevice<Input::ButtonDevice>(config_entry),
std::clamp(package.Get("x", 0), 0, Core::kScreenBottomWidth),
std::clamp(package.Get("y", 0), 0, Core::kScreenBottomHeight));
}
}
std::tuple<float, float, bool> GetStatus() const override {
for (const auto& m : map) {
const bool state = std::get<0>(m)->GetStatus();
if (state) {
const float x = static_cast<float>(std::get<1>(m)) / Core::kScreenBottomWidth;
const float y = static_cast<float>(std::get<2>(m)) / Core::kScreenBottomHeight;
return {x, y, true};
}
}
return {};
}
private:
// A vector of the mapped button, its x and its y-coordinate
std::vector<std::tuple<std::unique_ptr<Input::ButtonDevice>, int, int>> map;
};
std::unique_ptr<Input::TouchDevice> TouchFromButtonFactory::Create(
const Common::ParamPackage& params) {
return std::make_unique<TouchFromButtonDevice>();
}
} // namespace InputCommon