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author | liamwhite <liamwhite@users.noreply.github.com> | 2023-02-04 21:01:07 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-02-04 21:01:07 +0100 |
commit | 236b54376d9390d630a249f54c149b2515124108 (patch) | |
tree | be195333e1c4d036d2b2b0a9e0170a788246dfb7 | |
parent | Merge pull request #9728 from ameerj/s32-value (diff) | |
parent | yuzu_cmd: Fix mismatching controller input (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/yuzu_cmd/config.cpp | 3 | ||||
-rw-r--r-- | src/yuzu_cmd/default_ini.h | 13 | ||||
-rw-r--r-- | src/yuzu_cmd/emu_window/emu_window_sdl2.cpp | 48 | ||||
-rw-r--r-- | src/yuzu_cmd/emu_window/emu_window_sdl2.h | 10 |
4 files changed, 39 insertions, 35 deletions
diff --git a/src/yuzu_cmd/config.cpp b/src/yuzu_cmd/config.cpp index 527017282..9c34cdc6e 100644 --- a/src/yuzu_cmd/config.cpp +++ b/src/yuzu_cmd/config.cpp @@ -176,6 +176,9 @@ void Config::ReadValues() { 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.enable_accurate_vibrations); ReadSetting("ControlsGeneral", Settings::values.motion_enabled); diff --git a/src/yuzu_cmd/default_ini.h b/src/yuzu_cmd/default_ini.h index 67d230462..3f3651dbe 100644 --- a/src/yuzu_cmd/default_ini.h +++ b/src/yuzu_cmd/default_ini.h @@ -14,6 +14,7 @@ const char* sdl2_config_file = # Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values # Indicates if this player should be connected at boot +# 0 (default): Disabled, 1: Enabled connected= # for button input, the following devices are available: @@ -94,6 +95,18 @@ motionright= # 0 (default): Disabled, 1: 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 # 0: Disabled, 1 (default): Enabled vibration_enabled= diff --git a/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp b/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp index 31f28a507..5450b8c38 100644 --- a/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp +++ b/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp @@ -18,11 +18,11 @@ EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::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..."); exit(1); } - input_subsystem->Initialize(); SDL_SetMainReady(); } @@ -32,10 +32,6 @@ EmuWindow_SDL2::~EmuWindow_SDL2() { 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 { switch (button) { 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) { const auto mouse_button = SDLButtonToMouseButton(button); 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 { input_subsystem->GetMouse()->ReleaseButton(mouse_button); } } -std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, float touch_y) const { - int w, h; - SDL_GetWindowSize(render_window, &w, &h); - - 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::OnMouseMotion(s32 x, s32 y) { + const auto [touch_x, touch_y] = MouseToTouchPos(x, y); + input_subsystem->GetMouse()->MouseMove(x, y, touch_x, touch_y, 0, 0); } void EmuWindow_SDL2::OnFingerDown(float x, float y, std::size_t id) { - int width, height; - 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); + input_subsystem->GetTouchScreen()->TouchPressed(x, y, id); } void EmuWindow_SDL2::OnFingerMotion(float x, float y, std::size_t id) { - int width, height; - 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); + input_subsystem->GetTouchScreen()->TouchMoved(x, y, id); } void EmuWindow_SDL2::OnFingerUp() { diff --git a/src/yuzu_cmd/emu_window/emu_window_sdl2.h b/src/yuzu_cmd/emu_window/emu_window_sdl2.h index 25c23e2a5..d9b453dee 100644 --- a/src/yuzu_cmd/emu_window/emu_window_sdl2.h +++ b/src/yuzu_cmd/emu_window/emu_window_sdl2.h @@ -38,17 +38,17 @@ protected: /// Called by WaitEvent when a key is pressed or released. 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 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 void OnMouseButton(u32 button, u8 state, s32 x, s32 y); - /// Translates pixel position (0..1) to pixel positions - std::pair<unsigned, unsigned> TouchToPixelPos(float touch_x, float touch_y) const; + /// Called by WaitEvent when the mouse moves. + void OnMouseMotion(s32 x, s32 y); /// Called by WaitEvent when a finger starts touching the touchscreen void OnFingerDown(float x, float y, std::size_t id); |