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authorGravatar NeatNit2018-10-01 22:42:49 +0300
committerGravatar fearlessTobi2018-10-09 20:26:57 +0200
commit4f24343f32ed253efb2cedba03d20c620841dca1 (patch)
tree1fffd231c45fa4681c0a20c682c3ba5f7946c27c /src/yuzu_cmd/emu_window/emu_window_sdl2.cpp
parentMerge pull request #1423 from DarkLordZach/romfs-file-exts (diff)
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implemented touch in Qt and SDL
change TouchToPixelPos to return std::pair<int, int> static_cast (SDL) various minor style and code improvements style - PascalCase for function names made touch events private const pointer arg in touch events make TouchToPixelPos a const member function did I do this right? braces on barely-multiline if remove question comment (confirmed in Discord) fixed consts remove unused parameter from TouchEndEvent DRY - High-DPI scaled touch put in separate function also fixes a bug where if you start touching (with either mouse or touchscreen) and drag the mouse to the LEFT of the emulator window, the touch point jumps to the RIGHT side of the touchscreen; draggin to above the window would make it jump to the bottom. implicit conversion from QPoint to QPointF, apparently I have no idea what const even means but I'll put it here anyway remove unused or used-once variables make touch scaling functions const, and put their implementations together removed unused FingerID parameters QTouchEvent forward declaration; add comment to TouchBegin that was lost in an edit better DRY in SDL To do -> TODO(NeatNit) remove unused include
Diffstat (limited to 'src/yuzu_cmd/emu_window/emu_window_sdl2.cpp')
-rw-r--r--src/yuzu_cmd/emu_window/emu_window_sdl2.cpp48
1 files changed, 46 insertions, 2 deletions
diff --git a/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp b/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp
index 155095095..a9ad92a80 100644
--- a/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp
+++ b/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp
@@ -40,6 +40,35 @@ void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
40 } 40 }
41} 41}
42 42
43std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, float touch_y) const {
44 int w, h;
45 SDL_GetWindowSize(render_window, &w, &h);
46
47 touch_x *= w;
48 touch_y *= h;
49
50 return {static_cast<unsigned>(std::max(std::round(touch_x), 0.0f)),
51 static_cast<unsigned>(std::max(std::round(touch_y), 0.0f))};
52}
53
54void EmuWindow_SDL2::OnFingerDown(float x, float y) {
55 // TODO(NeatNit): keep track of multitouch using the fingerID and a dictionary of some kind
56 // This isn't critical because the best we can do when we have that is to average them, like the
57 // 3DS does
58
59 const auto [px, py] = TouchToPixelPos(x, y);
60 TouchPressed(px, py);
61}
62
63void EmuWindow_SDL2::OnFingerMotion(float x, float y) {
64 const auto [px, py] = TouchToPixelPos(x, y);
65 TouchMoved(px, py);
66}
67
68void EmuWindow_SDL2::OnFingerUp() {
69 TouchReleased();
70}
71
43void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) { 72void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
44 if (state == SDL_PRESSED) { 73 if (state == SDL_PRESSED) {
45 InputCommon::GetKeyboard()->PressKey(key); 74 InputCommon::GetKeyboard()->PressKey(key);
@@ -219,11 +248,26 @@ void EmuWindow_SDL2::PollEvents() {
219 OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state); 248 OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state);
220 break; 249 break;
221 case SDL_MOUSEMOTION: 250 case SDL_MOUSEMOTION:
222 OnMouseMotion(event.motion.x, event.motion.y); 251 // ignore if it came from touch
252 if (event.button.which != SDL_TOUCH_MOUSEID)
253 OnMouseMotion(event.motion.x, event.motion.y);
223 break; 254 break;
224 case SDL_MOUSEBUTTONDOWN: 255 case SDL_MOUSEBUTTONDOWN:
225 case SDL_MOUSEBUTTONUP: 256 case SDL_MOUSEBUTTONUP:
226 OnMouseButton(event.button.button, event.button.state, event.button.x, event.button.y); 257 // ignore if it came from touch
258 if (event.button.which != SDL_TOUCH_MOUSEID) {
259 OnMouseButton(event.button.button, event.button.state, event.button.x,
260 event.button.y);
261 }
262 break;
263 case SDL_FINGERDOWN:
264 OnFingerDown(event.tfinger.x, event.tfinger.y);
265 break;
266 case SDL_FINGERMOTION:
267 OnFingerMotion(event.tfinger.x, event.tfinger.y);
268 break;
269 case SDL_FINGERUP:
270 OnFingerUp();
227 break; 271 break;
228 case SDL_QUIT: 272 case SDL_QUIT:
229 is_open = false; 273 is_open = false;