Avalonia UI - Part 1 (#3270)
* avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
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129
Ryujinx.Ava/Input/AvaloniaMouseDriver.cs
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129
Ryujinx.Ava/Input/AvaloniaMouseDriver.cs
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using Avalonia.Controls;
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using Avalonia.Input;
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using Avalonia.Threading;
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using Ryujinx.Input;
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using System;
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using System.Numerics;
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using MouseButton = Ryujinx.Input.MouseButton;
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using Size = System.Drawing.Size;
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namespace Ryujinx.Ava.Input
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{
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public class AvaloniaMouseDriver : IGamepadDriver
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{
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private Control _widget;
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private bool _isDisposed;
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public bool[] PressedButtons { get; }
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public Vector2 CurrentPosition { get; private set; }
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public Vector2 Scroll { get; private set; }
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public AvaloniaMouseDriver(Control parent)
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{
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_widget = parent;
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_widget.PointerMoved += Parent_PointerMovedEvent;
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_widget.PointerPressed += Parent_PointerPressEvent;
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_widget.PointerReleased += Parent_PointerReleaseEvent;
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_widget.PointerWheelChanged += Parent_ScrollEvent;
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PressedButtons = new bool[(int)MouseButton.Count];
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}
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private void Parent_ScrollEvent(object o, PointerWheelEventArgs args)
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{
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Scroll = new Vector2((float)args.Delta.X, (float)args.Delta.Y);
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}
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private void Parent_PointerReleaseEvent(object o, PointerReleasedEventArgs args)
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{
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var pointerProperties = args.GetCurrentPoint(_widget).Properties;
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PressedButtons[(int)args.InitialPressMouseButton - 1] = false;
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}
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private void Parent_PointerPressEvent(object o, PointerPressedEventArgs args)
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{
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var pointerProperties = args.GetCurrentPoint(_widget).Properties;
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PressedButtons[(int)pointerProperties.PointerUpdateKind] = true;
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}
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private void Parent_PointerMovedEvent(object o, PointerEventArgs args)
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{
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var position = args.GetPosition(_widget);
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CurrentPosition = new Vector2((float)position.X, (float)position.Y);
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}
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public void SetMousePressed(MouseButton button)
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{
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PressedButtons[(int)button] = true;
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}
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public void SetMouseReleased(MouseButton button)
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{
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PressedButtons[(int)button] = false;
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}
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public void SetPosition(double x, double y)
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{
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CurrentPosition = new Vector2((float)x, (float)y);
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}
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public bool IsButtonPressed(MouseButton button)
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{
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return PressedButtons[(int)button];
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}
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public Size GetClientSize()
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{
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Size size = new();
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Dispatcher.UIThread.InvokeAsync(() =>
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{
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size = new Size((int)_widget.Bounds.Width, (int)_widget.Bounds.Height);
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}).Wait();
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return size;
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}
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public string DriverName => "Avalonia";
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public event Action<string> OnGamepadConnected
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{
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add { }
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remove { }
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}
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public event Action<string> OnGamepadDisconnected
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{
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add { }
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remove { }
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}
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public ReadOnlySpan<string> GamepadsIds => new[] { "0" };
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public IGamepad GetGamepad(string id)
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{
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return new AvaloniaMouse(this);
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}
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public void Dispose()
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{
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if (_isDisposed)
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{
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return;
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}
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_isDisposed = true;
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_widget.PointerMoved -= Parent_PointerMovedEvent;
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_widget.PointerPressed -= Parent_PointerPressEvent;
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_widget.PointerReleased -= Parent_PointerReleaseEvent;
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_widget.PointerWheelChanged -= Parent_ScrollEvent;
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_widget = null;
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}
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}
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}
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