Refactor input subsystem

This commit is contained in:
wwylele 2016-05-12 13:09:36 +03:00
parent 6f6af6928f
commit 03631f9b8f
12 changed files with 277 additions and 73 deletions

View file

@ -12,10 +12,6 @@
#include "core/hle/service/hid/hid.h"
namespace KeyMap {
struct HostDeviceKey;
}
/**
* Abstraction class used to provide an interface between emulation code and the frontend
* (e.g. SDL, QGLWidget, GLFW, etc...).
@ -76,11 +72,27 @@ public:
virtual void ReloadSetKeymaps() = 0;
/// Signals a key press action to the HID module
void KeyPressed(KeyMap::HostDeviceKey key);
/**
* Signals a button press action to the HID module.
* @param pad_state indicates which button to press
* @note only handle real buttons (A/B/X/Y/...), excluding analog input like circle pad.
*/
void ButtonPressed(Service::HID::PadState pad_state);
/// Signals a key release action to the HID module
void KeyReleased(KeyMap::HostDeviceKey key);
/**
* Signals a button release action to the HID module.
* @param pad_state indicates which button to press
* @note only handle real buttons (A/B/X/Y/...), excluding analog input like circle pad.
*/
void ButtonReleased(Service::HID::PadState pad_state);
/**
* Signals a circle pad change action to the HID module.
* @param x new x-coordinate of the circle pad, in the range [-1.0, 1.0]
* @param y new y-coordinate of the circle pad, in the range [-1.0, 1.0]
* @note the coordinates will be normalized if the radius is larger than 1
*/
void CirclePadUpdated(float x, float y);
/**
* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
@ -100,8 +112,9 @@ public:
void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
/**
* Gets the current pad state (which buttons are pressed and the circle pad direction).
* Gets the current pad state (which buttons are pressed).
* @note This should be called by the core emu thread to get a state set by the window thread.
* @note This doesn't include analog input like circle pad direction
* @todo Fix this function to be thread-safe.
* @return PadState object indicating the current pad state
*/
@ -109,6 +122,16 @@ public:
return pad_state;
}
/**
* Gets the current cirle pad state.
* @note This should be called by the core emu thread to get a state set by the window thread.
* @todo Fix this function to be thread-safe.
* @return std::tuple of (x, y), where `x` and `y` are the circle pad coordinates
*/
std::tuple<s16, s16> GetCirclePadState() const {
return std::make_tuple(circle_pad_x, circle_pad_y);
}
/**
* Gets the current touch screen state (touch X/Y coordinates and whether or not it is pressed).
* @note This should be called by the core emu thread to get a state set by the window thread.
@ -200,6 +223,8 @@ protected:
pad_state.hex = 0;
touch_x = 0;
touch_y = 0;
circle_pad_x = 0;
circle_pad_y = 0;
touch_pressed = false;
}
virtual ~EmuWindow() {}
@ -260,6 +285,9 @@ private:
u16 touch_x; ///< Touchpad X-position in native 3DS pixel coordinates (0-320)
u16 touch_y; ///< Touchpad Y-position in native 3DS pixel coordinates (0-240)
s16 circle_pad_x; ///< Circle pad X-position in native 3DS pixel coordinates (-156 - 156)
s16 circle_pad_y; ///< Circle pad Y-position in native 3DS pixel coordinates (-156 - 156)
/**
* Clip the provided coordinates to be inside the touchscreen area.
*/