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https://github.com/Lime3DS/Lime3DS
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fixup! fixup! Refactor input system
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6d49e4621c
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3 changed files with 8 additions and 8 deletions
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@ -75,14 +75,14 @@ public:
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/**
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/**
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* Signals a button press action to the HID module.
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* Signals a button press action to the HID module.
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* @param pad_state indicates which button to press
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* @param pad_state indicates which button to press
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* @note only handle real buttons (A/B/X/Y/...), excluding analog input like circle pad.
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* @note only handles real buttons (A/B/X/Y/...), excluding analog inputs like the circle pad.
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*/
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*/
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void ButtonPressed(Service::HID::PadState pad_state);
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void ButtonPressed(Service::HID::PadState pad_state);
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/**
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/**
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* Signals a button release action to the HID module.
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* Signals a button release action to the HID module.
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* @param pad_state indicates which button to press
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* @param pad_state indicates which button to press
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* @note only handle real buttons (A/B/X/Y/...), excluding analog input like circle pad.
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* @note only handles real buttons (A/B/X/Y/...), excluding analog inputs like the circle pad.
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*/
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*/
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void ButtonReleased(Service::HID::PadState pad_state);
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void ButtonReleased(Service::HID::PadState pad_state);
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@ -123,7 +123,7 @@ public:
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}
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}
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/**
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/**
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* Gets the current cirle pad state.
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* Gets the current circle pad state.
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* @note This should be called by the core emu thread to get a state set by the window thread.
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* @note This should be called by the core emu thread to get a state set by the window thread.
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* @todo Fix this function to be thread-safe.
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* @todo Fix this function to be thread-safe.
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* @return std::tuple of (x, y), where `x` and `y` are the circle pad coordinates
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* @return std::tuple of (x, y), where `x` and `y` are the circle pad coordinates
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@ -13,7 +13,7 @@ class EmuWindow;
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namespace KeyMap {
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namespace KeyMap {
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/**
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/**
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* Represents a key mapping target that are not 3DS real buttons.
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* Represents key mapping targets that are not real 3DS buttons.
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* They will be handled by KeyMap and translated to 3DS input.
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* They will be handled by KeyMap and translated to 3DS input.
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*/
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*/
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enum class IndirectTarget {
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enum class IndirectTarget {
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@ -25,7 +25,7 @@ enum class IndirectTarget {
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};
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};
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/**
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/**
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* Represents a key mapping target. It can be a PadState that represents 3DS real buttons,
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* Represents a key mapping target. It can be a PadState that represents real 3DS buttons,
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* or an IndirectTarget.
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* or an IndirectTarget.
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*/
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*/
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struct KeyTarget {
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struct KeyTarget {
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@ -84,12 +84,12 @@ void SetKeyMapping(HostDeviceKey key, KeyTarget target);
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void ClearKeyMapping(int device_id);
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void ClearKeyMapping(int device_id);
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/**
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/**
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* Maps a key press actions and call the corresponding function in EmuWindow
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* Maps a key press action and call the corresponding function in EmuWindow
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*/
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*/
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void PressKey(EmuWindow& emu_window, HostDeviceKey key);
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void PressKey(EmuWindow& emu_window, HostDeviceKey key);
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/**
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/**
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* Maps a key release actions and call the corresponding function in EmuWindow
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* Maps a key release action and call the corresponding function in EmuWindow
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*/
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*/
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void ReleaseKey(EmuWindow& emu_window, HostDeviceKey key);
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void ReleaseKey(EmuWindow& emu_window, HostDeviceKey key);
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@ -74,7 +74,7 @@ void Update() {
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PadState state = VideoCore::g_emu_window->GetPadState();
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PadState state = VideoCore::g_emu_window->GetPadState();
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// Get current circle pad positon and update circle pad direction
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// Get current circle pad position and update circle pad direction
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s16 circle_pad_x, circle_pad_y;
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s16 circle_pad_x, circle_pad_y;
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std::tie(circle_pad_x, circle_pad_y) = VideoCore::g_emu_window->GetCirclePadState();
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std::tie(circle_pad_x, circle_pad_y) = VideoCore::g_emu_window->GetCirclePadState();
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state.hex |= GetCirclePadDirectionState(circle_pad_x, circle_pad_y).hex;
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state.hex |= GetCirclePadDirectionState(circle_pad_x, circle_pad_y).hex;
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