EmuWindow: refactor touch input into a TouchDevice

merge-requests/60/head
wwylele 2017-08-09 02:57:42 +07:00
parent c84e60b470
commit 2617de1fe6
5 changed files with 72 additions and 39 deletions

@ -78,6 +78,8 @@ void Config::ReadValues() {
Settings::values.motion_device = sdl2_config->Get(
"Controls", "motion_device", "engine:motion_emu,update_period:100,sensitivity:0.01");
Settings::values.touch_device =
sdl2_config->Get("Controls", "touch_device", "engine:emu_window");
// Core
Settings::values.use_cpu_jit = sdl2_config->GetBoolean("Core", "use_cpu_jit", true);

@ -62,6 +62,10 @@ c_stick=
# - "sensitivity": the coefficient converting mouse movement to tilting angle (default to 0.01)
motion_device=
# for touch input, the following devices are available:
# - "emu_window" (default) for emulating touch input from mouse input to the emulation window. No parameters required
touch_device=
[Core]
# Whether to use the Just-In-Time (JIT) compiler for CPU emulation
# 0: Interpreter (slow), 1 (default): JIT (fast)

@ -61,6 +61,8 @@ void Config::ReadValues() {
qt_config->value("motion_device", "engine:motion_emu,update_period:100,sensitivity:0.01")
.toString()
.toStdString();
Settings::values.touch_device =
qt_config->value("touch_device", "engine:emu_window").toString().toStdString();
qt_config->endGroup();
@ -209,6 +211,7 @@ void Config::SaveValues() {
QString::fromStdString(Settings::values.analogs[i]));
}
qt_config->setValue("motion_device", QString::fromStdString(Settings::values.motion_device));
qt_config->setValue("touch_device", QString::fromStdString(Settings::values.touch_device));
qt_config->endGroup();
qt_config->beginGroup("Core");

@ -2,14 +2,55 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <cmath>
#include "common/assert.h"
#include "core/3ds.h"
#include "core/core.h"
#include <mutex>
#include "core/frontend/emu_window.h"
#include "core/frontend/input.h"
#include "core/settings.h"
class EmuWindow::TouchState : public Input::Factory<Input::TouchDevice>,
public std::enable_shared_from_this<TouchState> {
public:
std::unique_ptr<Input::TouchDevice> Create(const Common::ParamPackage&) override {
return std::make_unique<Device>(shared_from_this());
}
std::mutex mutex;
bool touch_pressed = false; ///< True if touchpad area is currently pressed, otherwise false
float touch_x = 0.0f; ///< Touchpad X-position
float touch_y = 0.0f; ///< Touchpad Y-position
private:
class Device : public Input::TouchDevice {
public:
explicit Device(std::weak_ptr<TouchState>&& touch_state) : touch_state(touch_state) {}
std::tuple<float, float, bool> GetStatus() const override {
if (auto state = touch_state.lock()) {
std::lock_guard<std::mutex> guard(state->mutex);
return std::make_tuple(state->touch_x, state->touch_y, state->touch_pressed);
}
return std::make_tuple(0.0f, 0.0f, false);
}
private:
std::weak_ptr<TouchState> touch_state;
};
};
EmuWindow::EmuWindow() {
// TODO: Find a better place to set this.
config.min_client_area_size = std::make_pair(400u, 480u);
active_config = config;
touch_state = std::make_shared<TouchState>();
Input::RegisterFactory<Input::TouchDevice>("emu_window", touch_state);
}
EmuWindow::~EmuWindow() {
Input::UnregisterFactory<Input::TouchDevice>("emu_window");
}
/**
* Check if the given x/y coordinates are within the touchpad specified by the framebuffer layout
* @param layout FramebufferLayout object describing the framebuffer size and screen positions
@ -38,22 +79,26 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
return;
touch_x = Core::kScreenBottomWidth * (framebuffer_x - framebuffer_layout.bottom_screen.left) /
(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
touch_y = Core::kScreenBottomHeight * (framebuffer_y - framebuffer_layout.bottom_screen.top) /
(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
std::lock_guard<std::mutex> guard(touch_state->mutex);
touch_state->touch_x =
static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) /
(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
touch_state->touch_y =
static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
touch_pressed = true;
touch_state->touch_pressed = true;
}
void EmuWindow::TouchReleased() {
touch_pressed = false;
touch_x = 0;
touch_y = 0;
std::lock_guard<std::mutex> guard(touch_state->mutex);
touch_state->touch_pressed = false;
touch_state->touch_x = 0;
touch_state->touch_y = 0;
}
void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
if (!touch_pressed)
if (!touch_state->touch_pressed)
return;
if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))

@ -4,11 +4,10 @@
#pragma once
#include <mutex>
#include <memory>
#include <tuple>
#include <utility>
#include "common/common_types.h"
#include "common/math_util.h"
#include "core/frontend/framebuffer_layout.h"
/**
@ -68,17 +67,6 @@ public:
*/
void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
/**
* Gets the current touch screen state (touch X/Y coordinates and whether or not it is pressed).
* @note This should be called by the core emu thread to get a state set by the window thread.
* @todo Fix this function to be thread-safe.
* @return std::tuple of (x, y, pressed) where `x` and `y` are the touch coordinates and
* `pressed` is true if the touch screen is currently being pressed
*/
std::tuple<u16, u16, bool> GetTouchState() const {
return std::make_tuple(touch_x, touch_y, touch_pressed);
}
/**
* Returns currently active configuration.
* @note Accesses to the returned object need not be consistent because it may be modified in
@ -113,15 +101,8 @@ public:
void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
protected:
EmuWindow() {
// TODO: Find a better place to set this.
config.min_client_area_size = std::make_pair(400u, 480u);
active_config = config;
touch_x = 0;
touch_y = 0;
touch_pressed = false;
}
virtual ~EmuWindow() {}
EmuWindow();
virtual ~EmuWindow();
/**
* Processes any pending configuration changes from the last SetConfig call.
@ -177,10 +158,8 @@ private:
/// ProcessConfigurationChanges)
WindowConfig active_config; ///< Internal active configuration
bool touch_pressed; ///< True if touchpad area is currently pressed, otherwise false
u16 touch_x; ///< Touchpad X-position in native 3DS pixel coordinates (0-320)
u16 touch_y; ///< Touchpad Y-position in native 3DS pixel coordinates (0-240)
class TouchState;
std::shared_ptr<TouchState> touch_state;
/**
* Clip the provided coordinates to be inside the touchscreen area.