mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-12-25 05:16:33 +01:00
951700fdd8
* Removed unused usings. * Added back using, now that it's used. * Removed extra whitespace.
103 lines
2.7 KiB
C#
103 lines
2.7 KiB
C#
using Ryujinx.Input;
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using System;
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using System.Diagnostics;
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using System.Drawing;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using static SDL2.SDL;
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namespace Ryujinx.Headless.SDL2
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{
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class SDL2MouseDriver : IGamepadDriver
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{
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private bool _isDisposed;
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public bool[] PressedButtons { get; }
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public Vector2 CurrentPosition { get; private set; }
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public Vector2 Scroll { get; private set; }
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public Size _clientSize;
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public SDL2MouseDriver()
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{
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PressedButtons = new bool[(int)MouseButton.Count];
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static MouseButton DriverButtonToMouseButton(uint rawButton)
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{
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Debug.Assert(rawButton > 0 && rawButton <= (int)MouseButton.Count);
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return (MouseButton)(rawButton - 1);
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}
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public void Update(SDL_Event evnt)
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{
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if (evnt.type == SDL_EventType.SDL_MOUSEBUTTONDOWN || evnt.type == SDL_EventType.SDL_MOUSEBUTTONUP)
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{
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uint rawButton = evnt.button.button;
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if (rawButton > 0 && rawButton <= (int)MouseButton.Count)
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{
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PressedButtons[(int)DriverButtonToMouseButton(rawButton)] = evnt.type == SDL_EventType.SDL_MOUSEBUTTONDOWN;
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CurrentPosition = new Vector2(evnt.button.x, evnt.button.y);
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}
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}
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else if (evnt.type == SDL_EventType.SDL_MOUSEMOTION)
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{
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CurrentPosition = new Vector2(evnt.motion.x, evnt.motion.y);
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}
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else if (evnt.type == SDL_EventType.SDL_MOUSEWHEEL)
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{
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Scroll = new Vector2(evnt.wheel.x, evnt.wheel.y);
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}
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}
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public void SetClientSize(int width, int height)
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{
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_clientSize = new Size(width, height);
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}
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public bool IsButtonPressed(MouseButton button)
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{
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return PressedButtons[(int)button];
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}
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public Size GetClientSize()
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{
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return _clientSize;
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}
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public string DriverName => "SDL2";
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public event Action<string> OnGamepadConnected
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{
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add { }
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remove { }
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}
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public event Action<string> OnGamepadDisconnected
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{
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add { }
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remove { }
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}
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public ReadOnlySpan<string> GamepadsIds => new[] { "0" };
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public IGamepad GetGamepad(string id)
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{
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return new SDL2Mouse(this);
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}
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public void Dispose()
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{
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if (_isDisposed)
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{
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return;
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}
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_isDisposed = true;
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}
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}
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}
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