Merge pull request #2899 from wwylele/touch-refactor
Refactor touch input into a TouchDevice
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commit
75cd28a7cc
8 changed files with 87 additions and 43 deletions
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@ -2,14 +2,55 @@
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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 <algorithm>
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#include <cmath>
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#include "common/assert.h"
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#include "core/3ds.h"
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#include "core/core.h"
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#include <mutex>
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#include "core/frontend/emu_window.h"
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#include "core/frontend/input.h"
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#include "core/settings.h"
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class EmuWindow::TouchState : public Input::Factory<Input::TouchDevice>,
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public std::enable_shared_from_this<TouchState> {
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public:
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std::unique_ptr<Input::TouchDevice> Create(const Common::ParamPackage&) override {
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return std::make_unique<Device>(shared_from_this());
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}
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std::mutex mutex;
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bool touch_pressed = false; ///< True if touchpad area is currently pressed, otherwise false
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float touch_x = 0.0f; ///< Touchpad X-position
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float touch_y = 0.0f; ///< Touchpad Y-position
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private:
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class Device : public Input::TouchDevice {
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public:
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explicit Device(std::weak_ptr<TouchState>&& touch_state) : touch_state(touch_state) {}
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std::tuple<float, float, bool> GetStatus() const override {
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if (auto state = touch_state.lock()) {
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std::lock_guard<std::mutex> guard(state->mutex);
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return std::make_tuple(state->touch_x, state->touch_y, state->touch_pressed);
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}
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return std::make_tuple(0.0f, 0.0f, false);
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}
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private:
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std::weak_ptr<TouchState> touch_state;
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};
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};
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EmuWindow::EmuWindow() {
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// TODO: Find a better place to set this.
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config.min_client_area_size = std::make_pair(400u, 480u);
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active_config = config;
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touch_state = std::make_shared<TouchState>();
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Input::RegisterFactory<Input::TouchDevice>("emu_window", touch_state);
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}
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EmuWindow::~EmuWindow() {
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Input::UnregisterFactory<Input::TouchDevice>("emu_window");
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}
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/**
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* Check if the given x/y coordinates are within the touchpad specified by the framebuffer layout
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* @param layout FramebufferLayout object describing the framebuffer size and screen positions
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@ -38,22 +79,26 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
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return;
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touch_x = Core::kScreenBottomWidth * (framebuffer_x - framebuffer_layout.bottom_screen.left) /
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(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
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touch_y = Core::kScreenBottomHeight * (framebuffer_y - framebuffer_layout.bottom_screen.top) /
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(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
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std::lock_guard<std::mutex> guard(touch_state->mutex);
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touch_state->touch_x =
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static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) /
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(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
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touch_state->touch_y =
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static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
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(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
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touch_pressed = true;
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touch_state->touch_pressed = true;
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}
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void EmuWindow::TouchReleased() {
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touch_pressed = false;
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touch_x = 0;
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touch_y = 0;
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std::lock_guard<std::mutex> guard(touch_state->mutex);
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touch_state->touch_pressed = false;
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touch_state->touch_x = 0;
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touch_state->touch_y = 0;
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}
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void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
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if (!touch_pressed)
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if (!touch_state->touch_pressed)
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return;
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
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