Merge pull request #9729 from german77/sdl_input

yuzu_cmd: Fix touch and controller input
This commit is contained in:
liamwhite 2023-02-04 15:01:07 -05:00 committed by GitHub
commit 236b54376d
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 39 additions and 35 deletions

View file

@ -176,6 +176,9 @@ void Config::ReadValues() {
Settings::values.debug_pad_analogs[i] = default_param; Settings::values.debug_pad_analogs[i] = default_param;
} }
ReadSetting("ControlsGeneral", Settings::values.enable_raw_input);
ReadSetting("ControlsGeneral", Settings::values.enable_joycon_driver);
ReadSetting("ControlsGeneral", Settings::values.emulate_analog_keyboard);
ReadSetting("ControlsGeneral", Settings::values.vibration_enabled); ReadSetting("ControlsGeneral", Settings::values.vibration_enabled);
ReadSetting("ControlsGeneral", Settings::values.enable_accurate_vibrations); ReadSetting("ControlsGeneral", Settings::values.enable_accurate_vibrations);
ReadSetting("ControlsGeneral", Settings::values.motion_enabled); ReadSetting("ControlsGeneral", Settings::values.motion_enabled);

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@ -14,6 +14,7 @@ const char* sdl2_config_file =
# Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values # Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values
# Indicates if this player should be connected at boot # Indicates if this player should be connected at boot
# 0 (default): Disabled, 1: Enabled
connected= connected=
# for button input, the following devices are available: # for button input, the following devices are available:
@ -94,6 +95,18 @@ motionright=
# 0 (default): Disabled, 1: Enabled # 0 (default): Disabled, 1: Enabled
debug_pad_enabled = debug_pad_enabled =
# Enable sdl raw input. Allows to configure up to 8 xinput controllers.
# 0 (default): Disabled, 1: Enabled
enable_raw_input =
# Enable yuzu joycon driver instead of SDL drive.
# 0: Disabled, 1 (default): Enabled
enable_joycon_driver =
# Emulates an analog input from buttons. Allowing to dial any angle.
# 0 (default): Disabled, 1: Enabled
emulate_analog_keyboard =
# Whether to enable or disable vibration # Whether to enable or disable vibration
# 0: Disabled, 1 (default): Enabled # 0: Disabled, 1 (default): Enabled
vibration_enabled= vibration_enabled=

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@ -18,11 +18,11 @@
EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_) EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_)
: input_subsystem{input_subsystem_}, system{system_} { : input_subsystem{input_subsystem_}, system{system_} {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) { input_subsystem->Initialize();
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) < 0) {
LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting..."); LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
exit(1); exit(1);
} }
input_subsystem->Initialize();
SDL_SetMainReady(); SDL_SetMainReady();
} }
@ -32,10 +32,6 @@ EmuWindow_SDL2::~EmuWindow_SDL2() {
SDL_Quit(); SDL_Quit();
} }
void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
input_subsystem->GetMouse()->MouseMove(x, y, 0, 0, 0, 0);
}
InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const { InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
switch (button) { switch (button) {
case SDL_BUTTON_LEFT: case SDL_BUTTON_LEFT:
@ -53,44 +49,36 @@ InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) cons
} }
} }
std::pair<float, float> EmuWindow_SDL2::MouseToTouchPos(s32 touch_x, s32 touch_y) const {
int w, h;
SDL_GetWindowSize(render_window, &w, &h);
const float fx = static_cast<float>(touch_x) / w;
const float fy = static_cast<float>(touch_y) / h;
return {std::clamp<float>(fx, 0.0f, 1.0f), std::clamp<float>(fy, 0.0f, 1.0f)};
}
void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) { void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
const auto mouse_button = SDLButtonToMouseButton(button); const auto mouse_button = SDLButtonToMouseButton(button);
if (state == SDL_PRESSED) { if (state == SDL_PRESSED) {
input_subsystem->GetMouse()->PressButton(x, y, 0, 0, mouse_button); const auto [touch_x, touch_y] = MouseToTouchPos(x, y);
input_subsystem->GetMouse()->PressButton(x, y, touch_x, touch_y, mouse_button);
} else { } else {
input_subsystem->GetMouse()->ReleaseButton(mouse_button); input_subsystem->GetMouse()->ReleaseButton(mouse_button);
} }
} }
std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, float touch_y) const { void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
int w, h; const auto [touch_x, touch_y] = MouseToTouchPos(x, y);
SDL_GetWindowSize(render_window, &w, &h); input_subsystem->GetMouse()->MouseMove(x, y, touch_x, touch_y, 0, 0);
touch_x *= w;
touch_y *= h;
return {static_cast<unsigned>(std::max(std::round(touch_x), 0.0f)),
static_cast<unsigned>(std::max(std::round(touch_y), 0.0f))};
} }
void EmuWindow_SDL2::OnFingerDown(float x, float y, std::size_t id) { void EmuWindow_SDL2::OnFingerDown(float x, float y, std::size_t id) {
int width, height; input_subsystem->GetTouchScreen()->TouchPressed(x, y, id);
SDL_GetWindowSize(render_window, &width, &height);
const auto [px, py] = TouchToPixelPos(x, y);
const float fx = px * 1.0f / width;
const float fy = py * 1.0f / height;
input_subsystem->GetTouchScreen()->TouchPressed(fx, fy, id);
} }
void EmuWindow_SDL2::OnFingerMotion(float x, float y, std::size_t id) { void EmuWindow_SDL2::OnFingerMotion(float x, float y, std::size_t id) {
int width, height; input_subsystem->GetTouchScreen()->TouchMoved(x, y, id);
SDL_GetWindowSize(render_window, &width, &height);
const auto [px, py] = TouchToPixelPos(x, y);
const float fx = px * 1.0f / width;
const float fy = py * 1.0f / height;
input_subsystem->GetTouchScreen()->TouchMoved(fx, fy, id);
} }
void EmuWindow_SDL2::OnFingerUp() { void EmuWindow_SDL2::OnFingerUp() {

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@ -38,17 +38,17 @@ protected:
/// Called by WaitEvent when a key is pressed or released. /// Called by WaitEvent when a key is pressed or released.
void OnKeyEvent(int key, u8 state); void OnKeyEvent(int key, u8 state);
/// Called by WaitEvent when the mouse moves.
void OnMouseMotion(s32 x, s32 y);
/// Converts a SDL mouse button into MouseInput mouse button /// Converts a SDL mouse button into MouseInput mouse button
InputCommon::MouseButton SDLButtonToMouseButton(u32 button) const; InputCommon::MouseButton SDLButtonToMouseButton(u32 button) const;
/// Translates pixel position to float position
std::pair<float, float> MouseToTouchPos(s32 touch_x, s32 touch_y) const;
/// Called by WaitEvent when a mouse button is pressed or released /// Called by WaitEvent when a mouse button is pressed or released
void OnMouseButton(u32 button, u8 state, s32 x, s32 y); void OnMouseButton(u32 button, u8 state, s32 x, s32 y);
/// Translates pixel position (0..1) to pixel positions /// Called by WaitEvent when the mouse moves.
std::pair<unsigned, unsigned> TouchToPixelPos(float touch_x, float touch_y) const; void OnMouseMotion(s32 x, s32 y);
/// Called by WaitEvent when a finger starts touching the touchscreen /// Called by WaitEvent when a finger starts touching the touchscreen
void OnFingerDown(float x, float y, std::size_t id); void OnFingerDown(float x, float y, std::size_t id);