suyu/src/core/frontend/emu_window.cpp

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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
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#include <cmath>
#include <mutex>
#include "core/frontend/emu_window.h"
#include "core/frontend/input.h"
#include "core/settings.h"
class EmuWindow::TouchState : public Input::Factory<Input::TouchDevice>,
public std::enable_shared_from_this<TouchState> {
public:
std::unique_ptr<Input::TouchDevice> Create(const Common::ParamPackage&) override {
return std::make_unique<Device>(shared_from_this());
}
std::mutex mutex;
bool touch_pressed = false; ///< True if touchpad area is currently pressed, otherwise false
float touch_x = 0.0f; ///< Touchpad X-position
float touch_y = 0.0f; ///< Touchpad Y-position
private:
class Device : public Input::TouchDevice {
public:
explicit Device(std::weak_ptr<TouchState>&& touch_state) : touch_state(touch_state) {}
std::tuple<float, float, bool> GetStatus() const override {
if (auto state = touch_state.lock()) {
std::lock_guard<std::mutex> guard(state->mutex);
return std::make_tuple(state->touch_x, state->touch_y, state->touch_pressed);
}
return std::make_tuple(0.0f, 0.0f, false);
}
private:
std::weak_ptr<TouchState> touch_state;
};
};
EmuWindow::EmuWindow() {
// TODO: Find a better place to set this.
config.min_client_area_size = std::make_pair(400u, 480u);
active_config = config;
touch_state = std::make_shared<TouchState>();
Input::RegisterFactory<Input::TouchDevice>("emu_window", touch_state);
}
EmuWindow::~EmuWindow() {
Input::UnregisterFactory<Input::TouchDevice>("emu_window");
}
/**
* Check if the given x/y coordinates are within the touchpad specified by the framebuffer layout
* @param layout FramebufferLayout object describing the framebuffer size and screen positions
* @param framebuffer_x Framebuffer x-coordinate to check
* @param framebuffer_y Framebuffer y-coordinate to check
* @return True if the coordinates are within the touchpad, otherwise false
*/
static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x,
unsigned framebuffer_y) {
return (
framebuffer_y >= layout.bottom_screen.top && framebuffer_y < layout.bottom_screen.bottom &&
framebuffer_x >= layout.bottom_screen.left && framebuffer_x < layout.bottom_screen.right);
}
std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) {
new_x = std::max(new_x, framebuffer_layout.bottom_screen.left);
new_x = std::min(new_x, framebuffer_layout.bottom_screen.right - 1);
new_y = std::max(new_y, framebuffer_layout.bottom_screen.top);
new_y = std::min(new_y, framebuffer_layout.bottom_screen.bottom - 1);
return std::make_tuple(new_x, new_y);
}
void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
return;
std::lock_guard<std::mutex> guard(touch_state->mutex);
touch_state->touch_x =
static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) /
(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
touch_state->touch_y =
static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
touch_state->touch_pressed = true;
}
void EmuWindow::TouchReleased() {
std::lock_guard<std::mutex> guard(touch_state->mutex);
touch_state->touch_pressed = false;
touch_state->touch_x = 0;
touch_state->touch_y = 0;
}
void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
if (!touch_state->touch_pressed)
return;
if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
std::tie(framebuffer_x, framebuffer_y) = ClipToTouchScreen(framebuffer_x, framebuffer_y);
TouchPressed(framebuffer_x, framebuffer_y);
}
void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
Layout::FramebufferLayout layout;
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if (Settings::values.custom_layout == true) {
layout = Layout::CustomFrameLayout(width, height);
} else {
switch (Settings::values.layout_option) {
case Settings::LayoutOption::SingleScreen:
layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen);
break;
case Settings::LayoutOption::LargeScreen:
layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen);
break;
case Settings::LayoutOption::Default:
default:
layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen);
break;
}
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}
NotifyFramebufferLayoutChanged(layout);
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}