Refactor input subsystem
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12 changed files with 277 additions and 73 deletions
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@ -12,10 +12,6 @@
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#include "core/hle/service/hid/hid.h"
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namespace KeyMap {
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struct HostDeviceKey;
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}
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/**
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* Abstraction class used to provide an interface between emulation code and the frontend
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* (e.g. SDL, QGLWidget, GLFW, etc...).
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@ -76,11 +72,27 @@ public:
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virtual void ReloadSetKeymaps() = 0;
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/// Signals a key press action to the HID module
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void KeyPressed(KeyMap::HostDeviceKey key);
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/**
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* Signals a button press action to the HID module.
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* @param pad_state indicates which button to press
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* @note only handle real buttons (A/B/X/Y/...), excluding analog input like circle pad.
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*/
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void ButtonPressed(Service::HID::PadState pad_state);
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/// Signals a key release action to the HID module
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void KeyReleased(KeyMap::HostDeviceKey key);
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/**
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* Signals a button release action to the HID module.
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* @param pad_state indicates which button to press
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* @note only handle real buttons (A/B/X/Y/...), excluding analog input like circle pad.
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*/
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void ButtonReleased(Service::HID::PadState pad_state);
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/**
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* Signals a circle pad change action to the HID module.
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* @param x new x-coordinate of the circle pad, in the range [-1.0, 1.0]
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* @param y new y-coordinate of the circle pad, in the range [-1.0, 1.0]
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* @note the coordinates will be normalized if the radius is larger than 1
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*/
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void CirclePadUpdated(float x, float y);
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/**
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* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
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@ -100,8 +112,9 @@ public:
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void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
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/**
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* Gets the current pad state (which buttons are pressed and the circle pad direction).
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* Gets the current pad state (which buttons are 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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* @note This doesn't include analog input like circle pad direction
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* @todo Fix this function to be thread-safe.
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* @return PadState object indicating the current pad state
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*/
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@ -109,6 +122,16 @@ public:
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return pad_state;
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}
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/**
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* Gets the current cirle pad state.
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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), where `x` and `y` are the circle pad coordinates
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*/
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std::tuple<s16, s16> GetCirclePadState() const {
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return std::make_tuple(circle_pad_x, circle_pad_y);
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}
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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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@ -200,6 +223,8 @@ protected:
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pad_state.hex = 0;
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touch_x = 0;
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touch_y = 0;
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circle_pad_x = 0;
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circle_pad_y = 0;
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touch_pressed = false;
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}
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virtual ~EmuWindow() {}
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@ -260,6 +285,9 @@ private:
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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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s16 circle_pad_x; ///< Circle pad X-position in native 3DS pixel coordinates (-156 - 156)
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s16 circle_pad_y; ///< Circle pad Y-position in native 3DS pixel coordinates (-156 - 156)
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/**
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* Clip the provided coordinates to be inside the touchscreen area.
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*/
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