early-access version 3654
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yuzu emulator early access
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yuzu emulator early access
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=============
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=============
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This is the source code for early-access 3653.
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This is the source code for early-access 3654.
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## Legal Notice
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## Legal Notice
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@ -765,18 +765,20 @@ class InputOverlay(context: Context, attrs: AttributeSet?) : SurfaceView(context
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// If we have API access, calculate the safe area to draw the overlay
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// If we have API access, calculate the safe area to draw the overlay
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var cutoutLeft = 0
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var cutoutLeft = 0
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var cutoutBottom = 0
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var cutoutBottom = 0
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val insets = context.windowManager.currentWindowMetrics.windowInsets.displayCutout
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.R) {
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if (insets != null && Build.VERSION.SDK_INT >= Build.VERSION_CODES.Q) {
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val insets = context.windowManager.currentWindowMetrics.windowInsets.displayCutout
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if (insets.boundingRectTop.bottom != 0 && insets.boundingRectTop.bottom > maxY / 2)
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if (insets != null) {
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insets.boundingRectTop.bottom.toFloat() else maxY
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if (insets.boundingRectTop.bottom != 0 && insets.boundingRectTop.bottom > maxY / 2)
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if (insets.boundingRectRight.left != 0 && insets.boundingRectRight.left > maxX / 2)
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insets.boundingRectTop.bottom.toFloat() else maxY
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insets.boundingRectRight.left.toFloat() else maxX
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if (insets.boundingRectRight.left != 0 && insets.boundingRectRight.left > maxX / 2)
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insets.boundingRectRight.left.toFloat() else maxX
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minX = insets.boundingRectLeft.right - insets.boundingRectLeft.left
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minX = insets.boundingRectLeft.right - insets.boundingRectLeft.left
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minY = insets.boundingRectBottom.top - insets.boundingRectBottom.bottom
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minY = insets.boundingRectBottom.top - insets.boundingRectBottom.bottom
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cutoutLeft = insets.boundingRectRight.right - insets.boundingRectRight.left
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cutoutLeft = insets.boundingRectRight.right - insets.boundingRectRight.left
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cutoutBottom = insets.boundingRectTop.top - insets.boundingRectTop.bottom
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cutoutBottom = insets.boundingRectTop.top - insets.boundingRectTop.bottom
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}
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}
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}
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// This makes sure that if we have an inset on one side of the screen, we mirror it on
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// This makes sure that if we have an inset on one side of the screen, we mirror it on
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