early-access version 2201
This commit is contained in:
@@ -24,7 +24,6 @@
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#include "common/settings.h"
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#include "core/hle/service/acc/profile_manager.h"
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#include "input_common/main.h"
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#include "input_common/udp/client.h"
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#include "yuzu_cmd/config.h"
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#include "yuzu_cmd/default_ini.h"
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@@ -84,163 +83,6 @@ static const std::array<std::array<int, 5>, Settings::NativeAnalog::NumAnalogs>
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},
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}};
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static const std::array<int, Settings::NativeMouseButton::NumMouseButtons> default_mouse_buttons = {
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SDL_SCANCODE_LEFTBRACKET, SDL_SCANCODE_RIGHTBRACKET, SDL_SCANCODE_APOSTROPHE,
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SDL_SCANCODE_MINUS, SDL_SCANCODE_EQUALS,
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};
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static const std::array<int, 0x8A> keyboard_keys = {
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0,
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0,
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0,
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0,
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SDL_SCANCODE_A,
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SDL_SCANCODE_B,
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SDL_SCANCODE_C,
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SDL_SCANCODE_D,
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SDL_SCANCODE_E,
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SDL_SCANCODE_F,
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SDL_SCANCODE_G,
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SDL_SCANCODE_H,
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SDL_SCANCODE_I,
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SDL_SCANCODE_J,
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SDL_SCANCODE_K,
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SDL_SCANCODE_L,
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SDL_SCANCODE_M,
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SDL_SCANCODE_N,
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SDL_SCANCODE_O,
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SDL_SCANCODE_P,
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SDL_SCANCODE_Q,
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SDL_SCANCODE_R,
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SDL_SCANCODE_S,
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SDL_SCANCODE_T,
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SDL_SCANCODE_U,
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SDL_SCANCODE_V,
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SDL_SCANCODE_W,
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SDL_SCANCODE_X,
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SDL_SCANCODE_Y,
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SDL_SCANCODE_Z,
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SDL_SCANCODE_1,
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SDL_SCANCODE_2,
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SDL_SCANCODE_3,
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SDL_SCANCODE_4,
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SDL_SCANCODE_5,
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SDL_SCANCODE_6,
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SDL_SCANCODE_7,
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SDL_SCANCODE_8,
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SDL_SCANCODE_9,
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SDL_SCANCODE_0,
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SDL_SCANCODE_RETURN,
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SDL_SCANCODE_ESCAPE,
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SDL_SCANCODE_BACKSPACE,
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SDL_SCANCODE_TAB,
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SDL_SCANCODE_SPACE,
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SDL_SCANCODE_MINUS,
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SDL_SCANCODE_EQUALS,
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SDL_SCANCODE_LEFTBRACKET,
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SDL_SCANCODE_RIGHTBRACKET,
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SDL_SCANCODE_BACKSLASH,
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0,
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SDL_SCANCODE_SEMICOLON,
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SDL_SCANCODE_APOSTROPHE,
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SDL_SCANCODE_GRAVE,
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SDL_SCANCODE_COMMA,
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SDL_SCANCODE_PERIOD,
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SDL_SCANCODE_SLASH,
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SDL_SCANCODE_CAPSLOCK,
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SDL_SCANCODE_F1,
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SDL_SCANCODE_F2,
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SDL_SCANCODE_F3,
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SDL_SCANCODE_F4,
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SDL_SCANCODE_F5,
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SDL_SCANCODE_F6,
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SDL_SCANCODE_F7,
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SDL_SCANCODE_F8,
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SDL_SCANCODE_F9,
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SDL_SCANCODE_F10,
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SDL_SCANCODE_F11,
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SDL_SCANCODE_F12,
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0,
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SDL_SCANCODE_SCROLLLOCK,
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SDL_SCANCODE_PAUSE,
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SDL_SCANCODE_INSERT,
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SDL_SCANCODE_HOME,
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SDL_SCANCODE_PAGEUP,
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SDL_SCANCODE_DELETE,
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SDL_SCANCODE_END,
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SDL_SCANCODE_PAGEDOWN,
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SDL_SCANCODE_RIGHT,
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SDL_SCANCODE_LEFT,
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SDL_SCANCODE_DOWN,
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SDL_SCANCODE_UP,
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SDL_SCANCODE_NUMLOCKCLEAR,
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SDL_SCANCODE_KP_DIVIDE,
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SDL_SCANCODE_KP_MULTIPLY,
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SDL_SCANCODE_KP_MINUS,
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SDL_SCANCODE_KP_PLUS,
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SDL_SCANCODE_KP_ENTER,
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SDL_SCANCODE_KP_1,
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SDL_SCANCODE_KP_2,
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SDL_SCANCODE_KP_3,
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SDL_SCANCODE_KP_4,
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SDL_SCANCODE_KP_5,
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SDL_SCANCODE_KP_6,
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SDL_SCANCODE_KP_7,
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SDL_SCANCODE_KP_8,
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SDL_SCANCODE_KP_9,
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SDL_SCANCODE_KP_0,
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SDL_SCANCODE_KP_PERIOD,
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0,
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0,
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SDL_SCANCODE_POWER,
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SDL_SCANCODE_KP_EQUALS,
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SDL_SCANCODE_F13,
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SDL_SCANCODE_F14,
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SDL_SCANCODE_F15,
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SDL_SCANCODE_F16,
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SDL_SCANCODE_F17,
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SDL_SCANCODE_F18,
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SDL_SCANCODE_F19,
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SDL_SCANCODE_F20,
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SDL_SCANCODE_F21,
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SDL_SCANCODE_F22,
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SDL_SCANCODE_F23,
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SDL_SCANCODE_F24,
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0,
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SDL_SCANCODE_HELP,
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SDL_SCANCODE_MENU,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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SDL_SCANCODE_KP_COMMA,
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SDL_SCANCODE_KP_LEFTPAREN,
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SDL_SCANCODE_KP_RIGHTPAREN,
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0,
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0,
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0,
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0,
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};
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static const std::array<int, 8> keyboard_mods{
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SDL_SCANCODE_LCTRL, SDL_SCANCODE_LSHIFT, SDL_SCANCODE_LALT, SDL_SCANCODE_LGUI,
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SDL_SCANCODE_RCTRL, SDL_SCANCODE_RSHIFT, SDL_SCANCODE_RALT, SDL_SCANCODE_RGUI,
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};
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template <>
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void Config::ReadSetting(const std::string& group, Settings::BasicSetting<std::string>& setting) {
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setting = sdl2_config->Get(group, setting.GetLabel(), setting.GetDefault());
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@@ -284,16 +126,6 @@ void Config::ReadValues() {
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}
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ReadSetting("ControlsGeneral", Settings::values.mouse_enabled);
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for (int i = 0; i < Settings::NativeMouseButton::NumMouseButtons; ++i) {
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std::string default_param = InputCommon::GenerateKeyboardParam(default_mouse_buttons[i]);
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Settings::values.mouse_buttons[i] = sdl2_config->Get(
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"ControlsGeneral", std::string("mouse_") + Settings::NativeMouseButton::mapping[i],
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default_param);
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if (Settings::values.mouse_buttons[i].empty())
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Settings::values.mouse_buttons[i] = default_param;
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}
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ReadSetting("ControlsGeneral", Settings::values.motion_device);
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ReadSetting("ControlsGeneral", Settings::values.touch_device);
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@@ -363,21 +195,11 @@ void Config::ReadValues() {
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Settings::TouchFromButtonMap{"default", {}});
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num_touch_from_button_maps = 1;
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}
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ReadSetting("ControlsGeneral", Settings::values.use_touch_from_button);
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Settings::values.touch_from_button_map_index = std::clamp(
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Settings::values.touch_from_button_map_index.GetValue(), 0, num_touch_from_button_maps - 1);
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ReadSetting("ControlsGeneral", Settings::values.udp_input_servers);
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std::transform(keyboard_keys.begin(), keyboard_keys.end(),
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Settings::values.keyboard_keys.begin(), InputCommon::GenerateKeyboardParam);
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std::transform(keyboard_mods.begin(), keyboard_mods.end(),
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Settings::values.keyboard_keys.begin() +
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Settings::NativeKeyboard::LeftControlKey,
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InputCommon::GenerateKeyboardParam);
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std::transform(keyboard_mods.begin(), keyboard_mods.end(),
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Settings::values.keyboard_mods.begin(), InputCommon::GenerateKeyboardParam);
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// Data Storage
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ReadSetting("Data Storage", Settings::values.use_virtual_sd);
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FS::SetYuzuPath(FS::YuzuPath::NANDDir,
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@@ -84,23 +84,10 @@ enable_accurate_vibrations=
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# 0: Disabled, 1 (default): Enabled
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motion_enabled =
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# for motion input, the following devices are available:
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# - "motion_emu" (default) for emulating motion input from mouse input. Required parameters:
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# - "update_period": update period in milliseconds (default to 100)
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# - "sensitivity": the coefficient converting mouse movement to tilting angle (default to 0.01)
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# - "cemuhookudp" reads motion input from a udp server that uses cemuhook's udp protocol
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motion_device=
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# for touch input, the following devices are available:
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# - "emu_window" (default) for emulating touch input from mouse input to the emulation window. No parameters required
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# - "cemuhookudp" reads touch input from a udp server that uses cemuhook's udp protocol
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# - "min_x", "min_y", "max_x", "max_y": defines the udp device's touch screen coordinate system
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# Defines the udp device's touch screen coordinate system for cemuhookudp devices
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# - "min_x", "min_y", "max_x", "max_y"
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touch_device=
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# Whether to enable or disable touch input from button
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# 0 (default): Disabled, 1: Enabled
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use_touch_from_button=
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# for mapping buttons to touch inputs.
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#touch_from_button_map=1
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#touch_from_button_maps_0_name=default
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@@ -9,10 +9,10 @@
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#include "common/settings.h"
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#include "core/core.h"
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#include "core/perf_stats.h"
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#include "input_common/keyboard.h"
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#include "input_common/drivers/keyboard.h"
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#include "input_common/drivers/mouse.h"
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#include "input_common/drivers/touch_screen.h"
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#include "input_common/main.h"
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#include "input_common/mouse/mouse_input.h"
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#include "input_common/sdl/sdl.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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#include "yuzu_cmd/yuzu_icon.h"
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@@ -32,42 +32,32 @@ EmuWindow_SDL2::~EmuWindow_SDL2() {
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}
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0), 0);
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input_subsystem->GetMouse()->MouseMove(x, y, 0, 0);
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input_subsystem->GetMouse()->MouseMove(x, y, 0, 0, 0, 0);
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}
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MouseInput::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
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InputCommon::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
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switch (button) {
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case SDL_BUTTON_LEFT:
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return MouseInput::MouseButton::Left;
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return InputCommon::MouseButton::Left;
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case SDL_BUTTON_RIGHT:
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return MouseInput::MouseButton::Right;
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return InputCommon::MouseButton::Right;
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case SDL_BUTTON_MIDDLE:
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return MouseInput::MouseButton::Wheel;
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return InputCommon::MouseButton::Wheel;
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case SDL_BUTTON_X1:
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return MouseInput::MouseButton::Backward;
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return InputCommon::MouseButton::Backward;
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case SDL_BUTTON_X2:
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return MouseInput::MouseButton::Forward;
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return InputCommon::MouseButton::Forward;
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default:
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return MouseInput::MouseButton::Undefined;
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return InputCommon::MouseButton::Undefined;
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}
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}
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void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
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const auto mouse_button = SDLButtonToMouseButton(button);
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if (button == SDL_BUTTON_LEFT) {
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if (state == SDL_PRESSED) {
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TouchPressed((unsigned)std::max(x, 0), (unsigned)std::max(y, 0), 0);
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} else {
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TouchReleased(0);
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}
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if (state == SDL_PRESSED) {
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input_subsystem->GetMouse()->PressButton(x, y, 0, 0, mouse_button);
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} else {
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if (state == SDL_PRESSED) {
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input_subsystem->GetMouse()->PressButton(x, y, mouse_button);
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} else {
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input_subsystem->GetMouse()->ReleaseButton(mouse_button);
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}
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input_subsystem->GetMouse()->ReleaseButton(mouse_button);
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}
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}
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@@ -82,29 +72,35 @@ std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, flo
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static_cast<unsigned>(std::max(std::round(touch_y), 0.0f))};
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}
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void EmuWindow_SDL2::OnFingerDown(float x, float y) {
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// TODO(NeatNit): keep track of multitouch using the fingerID and a dictionary of some kind
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// This isn't critical because the best we can do when we have that is to average them, like the
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// 3DS does
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void EmuWindow_SDL2::OnFingerDown(float x, float y, std::size_t id) {
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int width, height;
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SDL_GetWindowSize(render_window, &width, &height);
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const auto [px, py] = TouchToPixelPos(x, y);
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TouchPressed(px, py, 0);
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const float fx = px * 1.0f / width;
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const float fy = py * 1.0f / height;
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input_subsystem->GetTouchScreen()->TouchPressed(fx, fy, id);
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}
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void EmuWindow_SDL2::OnFingerMotion(float x, float y) {
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void EmuWindow_SDL2::OnFingerMotion(float x, float y, std::size_t id) {
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int width, height;
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SDL_GetWindowSize(render_window, &width, &height);
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const auto [px, py] = TouchToPixelPos(x, y);
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TouchMoved(px, py, 0);
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const float fx = px * 1.0f / width;
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const float fy = py * 1.0f / height;
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input_subsystem->GetTouchScreen()->TouchMoved(fx, fy, id);
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}
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void EmuWindow_SDL2::OnFingerUp() {
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TouchReleased(0);
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input_subsystem->GetTouchScreen()->TouchReleased(0);
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}
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void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
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if (state == SDL_PRESSED) {
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input_subsystem->GetKeyboard()->PressKey(key);
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input_subsystem->GetKeyboard()->PressKey(static_cast<std::size_t>(key));
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} else if (state == SDL_RELEASED) {
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input_subsystem->GetKeyboard()->ReleaseKey(key);
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input_subsystem->GetKeyboard()->ReleaseKey(static_cast<std::size_t>(key));
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}
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}
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@@ -205,10 +201,12 @@ void EmuWindow_SDL2::WaitEvent() {
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}
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break;
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case SDL_FINGERDOWN:
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OnFingerDown(event.tfinger.x, event.tfinger.y);
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OnFingerDown(event.tfinger.x, event.tfinger.y,
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static_cast<std::size_t>(event.tfinger.touchId));
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break;
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case SDL_FINGERMOTION:
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OnFingerMotion(event.tfinger.x, event.tfinger.y);
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OnFingerMotion(event.tfinger.x, event.tfinger.y,
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static_cast<std::size_t>(event.tfinger.touchId));
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break;
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case SDL_FINGERUP:
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OnFingerUp();
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@@ -16,11 +16,8 @@ class System;
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namespace InputCommon {
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class InputSubsystem;
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}
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namespace MouseInput {
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enum class MouseButton;
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}
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} // namespace InputCommon
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class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
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public:
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@@ -47,7 +44,7 @@ protected:
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void OnMouseMotion(s32 x, s32 y);
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/// Converts a SDL mouse button into MouseInput mouse button
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MouseInput::MouseButton SDLButtonToMouseButton(u32 button) const;
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InputCommon::MouseButton SDLButtonToMouseButton(u32 button) const;
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/// Called by WaitEvent when a mouse button is pressed or released
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void OnMouseButton(u32 button, u8 state, s32 x, s32 y);
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@@ -56,10 +53,10 @@ protected:
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std::pair<unsigned, unsigned> TouchToPixelPos(float touch_x, float touch_y) const;
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/// Called by WaitEvent when a finger starts touching the touchscreen
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void OnFingerDown(float x, float y);
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void OnFingerDown(float x, float y, std::size_t id);
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/// Called by WaitEvent when a finger moves while touching the touchscreen
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void OnFingerMotion(float x, float y);
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void OnFingerMotion(float x, float y, std::size_t id);
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/// Called by WaitEvent when a finger stops touching the touchscreen
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void OnFingerUp();
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@@ -17,7 +17,6 @@
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#include "common/settings.h"
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#include "common/string_util.h"
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#include "core/core.h"
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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#include "video_core/renderer_base.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2_gl.h"
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