HID: Complete refactor of pad/touch input to fix threading issues.

This commit is contained in:
bunnei 2015-03-09 00:14:59 -04:00
parent 953e09ddb5
commit d61b26b79f
7 changed files with 109 additions and 204 deletions

View file

@ -78,27 +78,41 @@ public:
/**
* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
* @param layout FramebufferLayout object describing the framebuffer size and screen positions
* @param framebuffer_x Framebuffer x-coordinate that was pressed
* @param framebuffer_y Framebuffer y-coordinate that was pressed
*/
void TouchPressed(const FramebufferLayout& layout, unsigned framebuffer_x, unsigned framebuffer_y);
void TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y);
/**
* Signal that a touch released event has occurred (e.g. mouse click released)
* @param layout FramebufferLayout object describing the framebuffer size and screen positions
* @param framebuffer_x Framebuffer x-coordinate that was released
* @param framebuffer_y Framebuffer y-coordinate that was released
*/
void TouchReleased(const FramebufferLayout& layout, unsigned framebuffer_x, unsigned framebuffer_y);
/// Signal that a touch released event has occurred (e.g. mouse click released)
void TouchReleased();
/**
* Signal that a touch movement event has occurred (e.g. mouse was moved over the emu window)
* @param layout FramebufferLayout object describing the framebuffer size and screen positions
* @param framebuffer_x Framebuffer x-coordinate
* @param framebuffer_y Framebuffer y-coordinate
*/
void TouchMoved(const FramebufferLayout& layout, unsigned framebuffer_x, unsigned framebuffer_y);
void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
/**
* Gets the current pad state (which buttons are pressed and the circle pad direction).
* @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 PadState object indicating the current pad state
*/
const Service::HID::PadState GetPadState() const {
return pad_state;
}
/**
* 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.
* @todo Fix this function to be thread-safe.
* @return std::tuple of (x, y, pressed) where `x` and `y` are the touch coordinates and
* `pressed` is true if the touch screen is currently being pressed
*/
const std::tuple<u16, u16, bool>& GetTouchState() const {
return std::make_tuple(touch_x, touch_y, touch_pressed);
}
/**
* Returns currently active configuration.
@ -124,21 +138,15 @@ public:
return framebuffer_layout;
}
/**
* Gets window client area width in logical coordinates.
* @note For high-DPI systems, this is smaller than the framebuffer size.
* @note This method is thread-safe
*/
std::pair<unsigned,unsigned> GetClientAreaSize() const {
return std::make_pair(client_area_width, client_area_height);
}
protected:
EmuWindow()
{
EmuWindow() {
// TODO: Find a better place to set this.
config.min_client_area_size = std::make_pair(400u, 480u);
active_config = config;
pad_state.hex = 0;
touch_x = 0;
touch_y = 0;
touch_pressed = false;
}
virtual ~EmuWindow() {}
@ -194,4 +202,9 @@ private:
WindowConfig active_config; ///< Internal active configuration
bool touch_pressed; ///< True if touchpad area is currently pressed, otherwise false
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)
Service::HID::PadState pad_state;
};