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authorGravatar wwylele2016-05-12 13:09:36 +0300
committerGravatar wwylele2016-05-15 13:24:22 +0300
commit03631f9b8fe75cf1c3a70a3094aeddcebffa4cf9 (patch)
tree95edc62b3b8520a533e534bf4991159875fef3e5 /src/common/emu_window.h
parentAudioCore: Implement time stretcher (#1737) (diff)
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Refactor input subsystem
Diffstat (limited to 'src/common/emu_window.h')
-rw-r--r--src/common/emu_window.h46
1 files changed, 37 insertions, 9 deletions
diff --git a/src/common/emu_window.h b/src/common/emu_window.h
index 7c3486dea..0ae3ea2af 100644
--- a/src/common/emu_window.h
+++ b/src/common/emu_window.h
@@ -12,10 +12,6 @@
12 12
13#include "core/hle/service/hid/hid.h" 13#include "core/hle/service/hid/hid.h"
14 14
15namespace KeyMap {
16struct HostDeviceKey;
17}
18
19/** 15/**
20 * Abstraction class used to provide an interface between emulation code and the frontend 16 * Abstraction class used to provide an interface between emulation code and the frontend
21 * (e.g. SDL, QGLWidget, GLFW, etc...). 17 * (e.g. SDL, QGLWidget, GLFW, etc...).
@@ -76,11 +72,27 @@ public:
76 72
77 virtual void ReloadSetKeymaps() = 0; 73 virtual void ReloadSetKeymaps() = 0;
78 74
79 /// Signals a key press action to the HID module 75 /**
80 void KeyPressed(KeyMap::HostDeviceKey key); 76 * Signals a button press action to the HID module.
77 * @param pad_state indicates which button to press
78 * @note only handle real buttons (A/B/X/Y/...), excluding analog input like circle pad.
79 */
80 void ButtonPressed(Service::HID::PadState pad_state);
81
82 /**
83 * Signals a button release action to the HID module.
84 * @param pad_state indicates which button to press
85 * @note only handle real buttons (A/B/X/Y/...), excluding analog input like circle pad.
86 */
87 void ButtonReleased(Service::HID::PadState pad_state);
81 88
82 /// Signals a key release action to the HID module 89 /**
83 void KeyReleased(KeyMap::HostDeviceKey key); 90 * Signals a circle pad change action to the HID module.
91 * @param x new x-coordinate of the circle pad, in the range [-1.0, 1.0]
92 * @param y new y-coordinate of the circle pad, in the range [-1.0, 1.0]
93 * @note the coordinates will be normalized if the radius is larger than 1
94 */
95 void CirclePadUpdated(float x, float y);
84 96
85 /** 97 /**
86 * Signal that a touch pressed event has occurred (e.g. mouse click pressed) 98 * Signal that a touch pressed event has occurred (e.g. mouse click pressed)
@@ -100,8 +112,9 @@ public:
100 void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y); 112 void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
101 113
102 /** 114 /**
103 * Gets the current pad state (which buttons are pressed and the circle pad direction). 115 * Gets the current pad state (which buttons are pressed).
104 * @note This should be called by the core emu thread to get a state set by the window thread. 116 * @note This should be called by the core emu thread to get a state set by the window thread.
117 * @note This doesn't include analog input like circle pad direction
105 * @todo Fix this function to be thread-safe. 118 * @todo Fix this function to be thread-safe.
106 * @return PadState object indicating the current pad state 119 * @return PadState object indicating the current pad state
107 */ 120 */
@@ -110,6 +123,16 @@ public:
110 } 123 }
111 124
112 /** 125 /**
126 * Gets the current cirle pad state.
127 * @note This should be called by the core emu thread to get a state set by the window thread.
128 * @todo Fix this function to be thread-safe.
129 * @return std::tuple of (x, y), where `x` and `y` are the circle pad coordinates
130 */
131 std::tuple<s16, s16> GetCirclePadState() const {
132 return std::make_tuple(circle_pad_x, circle_pad_y);
133 }
134
135 /**
113 * Gets the current touch screen state (touch X/Y coordinates and whether or not it is pressed). 136 * Gets the current touch screen state (touch X/Y coordinates and whether or not it is pressed).
114 * @note This should be called by the core emu thread to get a state set by the window thread. 137 * @note This should be called by the core emu thread to get a state set by the window thread.
115 * @todo Fix this function to be thread-safe. 138 * @todo Fix this function to be thread-safe.
@@ -200,6 +223,8 @@ protected:
200 pad_state.hex = 0; 223 pad_state.hex = 0;
201 touch_x = 0; 224 touch_x = 0;
202 touch_y = 0; 225 touch_y = 0;
226 circle_pad_x = 0;
227 circle_pad_y = 0;
203 touch_pressed = false; 228 touch_pressed = false;
204 } 229 }
205 virtual ~EmuWindow() {} 230 virtual ~EmuWindow() {}
@@ -260,6 +285,9 @@ private:
260 u16 touch_x; ///< Touchpad X-position in native 3DS pixel coordinates (0-320) 285 u16 touch_x; ///< Touchpad X-position in native 3DS pixel coordinates (0-320)
261 u16 touch_y; ///< Touchpad Y-position in native 3DS pixel coordinates (0-240) 286 u16 touch_y; ///< Touchpad Y-position in native 3DS pixel coordinates (0-240)
262 287
288 s16 circle_pad_x; ///< Circle pad X-position in native 3DS pixel coordinates (-156 - 156)
289 s16 circle_pad_y; ///< Circle pad Y-position in native 3DS pixel coordinates (-156 - 156)
290
263 /** 291 /**
264 * Clip the provided coordinates to be inside the touchscreen area. 292 * Clip the provided coordinates to be inside the touchscreen area.
265 */ 293 */