9a07ed53eb
Now that we have most of core free of shadowing, we can enable the warning as an error to catch anything that may be remaining and also eliminate this class of logic bug entirely.
127 lines
4.2 KiB
C++
127 lines
4.2 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cmath>
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#include <mutex>
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#include "common/settings.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/input.h"
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namespace Core::Frontend {
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GraphicsContext::~GraphicsContext() = default;
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class EmuWindow::TouchState : public Input::Factory<Input::TouchDevice>,
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public std::enable_shared_from_this<TouchState> {
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public:
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std::unique_ptr<Input::TouchDevice> Create(const Common::ParamPackage&) override {
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return std::make_unique<Device>(shared_from_this());
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}
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std::mutex mutex;
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Input::TouchStatus status;
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private:
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class Device : public Input::TouchDevice {
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public:
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explicit Device(std::weak_ptr<TouchState>&& touch_state_) : touch_state(touch_state_) {}
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Input::TouchStatus GetStatus() const override {
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if (auto state = touch_state.lock()) {
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std::lock_guard guard{state->mutex};
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return state->status;
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}
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return {};
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}
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private:
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std::weak_ptr<TouchState> touch_state;
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};
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};
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EmuWindow::EmuWindow() {
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// TODO: Find a better place to set this.
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config.min_client_area_size =
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std::make_pair(Layout::MinimumSize::Width, Layout::MinimumSize::Height);
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active_config = config;
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touch_state = std::make_shared<TouchState>();
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Input::RegisterFactory<Input::TouchDevice>("emu_window", touch_state);
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}
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EmuWindow::~EmuWindow() {
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Input::UnregisterFactory<Input::TouchDevice>("emu_window");
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}
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/**
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* Check if the given x/y coordinates are within the touchpad specified by the framebuffer layout
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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 to check
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* @param framebuffer_y Framebuffer y-coordinate to check
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* @return True if the coordinates are within the touchpad, otherwise false
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*/
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static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, u32 framebuffer_x,
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u32 framebuffer_y) {
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return (framebuffer_y >= layout.screen.top && framebuffer_y < layout.screen.bottom &&
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framebuffer_x >= layout.screen.left && framebuffer_x < layout.screen.right);
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}
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std::pair<u32, u32> EmuWindow::ClipToTouchScreen(u32 new_x, u32 new_y) const {
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new_x = std::max(new_x, framebuffer_layout.screen.left);
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new_x = std::min(new_x, framebuffer_layout.screen.right - 1);
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new_y = std::max(new_y, framebuffer_layout.screen.top);
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new_y = std::min(new_y, framebuffer_layout.screen.bottom - 1);
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return std::make_pair(new_x, new_y);
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}
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void EmuWindow::TouchPressed(u32 framebuffer_x, u32 framebuffer_y, size_t id) {
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y)) {
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return;
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}
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if (id >= touch_state->status.size()) {
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return;
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}
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std::lock_guard guard{touch_state->mutex};
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const float x =
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static_cast<float>(framebuffer_x - framebuffer_layout.screen.left) /
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static_cast<float>(framebuffer_layout.screen.right - framebuffer_layout.screen.left);
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const float y =
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static_cast<float>(framebuffer_y - framebuffer_layout.screen.top) /
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static_cast<float>(framebuffer_layout.screen.bottom - framebuffer_layout.screen.top);
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touch_state->status[id] = std::make_tuple(x, y, true);
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}
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void EmuWindow::TouchReleased(size_t id) {
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if (id >= touch_state->status.size()) {
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return;
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}
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std::lock_guard guard{touch_state->mutex};
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touch_state->status[id] = std::make_tuple(0.0f, 0.0f, false);
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}
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void EmuWindow::TouchMoved(u32 framebuffer_x, u32 framebuffer_y, size_t id) {
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if (id >= touch_state->status.size()) {
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return;
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}
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if (!std::get<2>(touch_state->status[id])) {
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return;
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}
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if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y)) {
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std::tie(framebuffer_x, framebuffer_y) = ClipToTouchScreen(framebuffer_x, framebuffer_y);
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}
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TouchPressed(framebuffer_x, framebuffer_y, id);
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}
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void EmuWindow::UpdateCurrentFramebufferLayout(u32 width, u32 height) {
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NotifyFramebufferLayoutChanged(Layout::DefaultFrameLayout(width, height));
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}
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} // namespace Core::Frontend
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