HID: Complete refactor of pad/touch input to fix threading issues.
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7 changed files with 109 additions and 204 deletions
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@ -78,27 +78,41 @@ public:
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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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* @param layout FramebufferLayout object describing the framebuffer size and screen positions
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* @param framebuffer_x Framebuffer x-coordinate that was pressed
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* @param framebuffer_y Framebuffer y-coordinate that was pressed
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*/
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void TouchPressed(const FramebufferLayout& layout, unsigned framebuffer_x, unsigned framebuffer_y);
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void TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y);
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/**
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* Signal that a touch released event has occurred (e.g. mouse click released)
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* @param layout FramebufferLayout object describing the framebuffer size and screen positions
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* @param framebuffer_x Framebuffer x-coordinate that was released
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* @param framebuffer_y Framebuffer y-coordinate that was released
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*/
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void TouchReleased(const FramebufferLayout& layout, unsigned framebuffer_x, unsigned framebuffer_y);
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/// Signal that a touch released event has occurred (e.g. mouse click released)
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void TouchReleased();
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/**
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* Signal that a touch movement event has occurred (e.g. mouse was moved over the emu window)
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* @param layout FramebufferLayout object describing the framebuffer size and screen positions
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* @param framebuffer_x Framebuffer x-coordinate
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* @param framebuffer_y Framebuffer y-coordinate
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*/
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void TouchMoved(const FramebufferLayout& layout, unsigned framebuffer_x, unsigned framebuffer_y);
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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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* @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 PadState object indicating the current pad state
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*/
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const Service::HID::PadState GetPadState() const {
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return pad_state;
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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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* @todo Fix this function to be thread-safe.
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* @return std::tuple of (x, y, pressed) where `x` and `y` are the touch coordinates and
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* `pressed` is true if the touch screen is currently being pressed
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*/
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const std::tuple<u16, u16, bool>& GetTouchState() const {
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return std::make_tuple(touch_x, touch_y, touch_pressed);
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}
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/**
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* Returns currently active configuration.
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@ -124,21 +138,15 @@ public:
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return framebuffer_layout;
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}
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/**
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* Gets window client area width in logical coordinates.
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* @note For high-DPI systems, this is smaller than the framebuffer size.
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* @note This method is thread-safe
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*/
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std::pair<unsigned,unsigned> GetClientAreaSize() const {
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return std::make_pair(client_area_width, client_area_height);
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}
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protected:
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EmuWindow()
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{
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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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pad_state.hex = 0;
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touch_x = 0;
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touch_y = 0;
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touch_pressed = false;
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}
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virtual ~EmuWindow() {}
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@ -194,4 +202,9 @@ private:
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WindowConfig active_config; ///< Internal active configuration
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bool touch_pressed; ///< True if touchpad area is currently pressed, otherwise false
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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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Service::HID::PadState pad_state;
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};
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