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author | Charles Lombardo <clombardo169@gmail.com> | 2023-06-09 21:15:57 +0200 |
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committer | Charles Lombardo <clombardo169@gmail.com> | 2023-06-09 21:15:57 +0200 |
commit | 3cce51d25bdb5ace2d10b29702718d162bc40fcf (patch) | |
tree | 991ca203f150c4d598d9d05c9ebd0bbd5f4928c3 /src/android | |
parent | Merge pull request #10614 from xcfrg/shader-backend-status-bar (diff) | |
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Diffstat (limited to 'src/android')
-rw-r--r-- | src/android/app/src/main/java/org/yuzu/yuzu_emu/overlay/InputOverlay.kt | 26 |
1 files changed, 14 insertions, 12 deletions
diff --git a/src/android/app/src/main/java/org/yuzu/yuzu_emu/overlay/InputOverlay.kt b/src/android/app/src/main/java/org/yuzu/yuzu_emu/overlay/InputOverlay.kt index c9f5797ac..aa424c768 100644 --- a/src/android/app/src/main/java/org/yuzu/yuzu_emu/overlay/InputOverlay.kt +++ b/src/android/app/src/main/java/org/yuzu/yuzu_emu/overlay/InputOverlay.kt @@ -765,18 +765,20 @@ class InputOverlay(context: Context, attrs: AttributeSet?) : SurfaceView(context // If we have API access, calculate the safe area to draw the overlay var cutoutLeft = 0 var cutoutBottom = 0 - val insets = context.windowManager.currentWindowMetrics.windowInsets.displayCutout - if (insets != null && Build.VERSION.SDK_INT >= Build.VERSION_CODES.Q) { - if (insets.boundingRectTop.bottom != 0 && insets.boundingRectTop.bottom > maxY / 2) - insets.boundingRectTop.bottom.toFloat() else maxY - if (insets.boundingRectRight.left != 0 && insets.boundingRectRight.left > maxX / 2) - insets.boundingRectRight.left.toFloat() else maxX - - minX = insets.boundingRectLeft.right - insets.boundingRectLeft.left - minY = insets.boundingRectBottom.top - insets.boundingRectBottom.bottom - - cutoutLeft = insets.boundingRectRight.right - insets.boundingRectRight.left - cutoutBottom = insets.boundingRectTop.top - insets.boundingRectTop.bottom + if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.R) { + val insets = context.windowManager.currentWindowMetrics.windowInsets.displayCutout + if (insets != null) { + if (insets.boundingRectTop.bottom != 0 && insets.boundingRectTop.bottom > maxY / 2) + insets.boundingRectTop.bottom.toFloat() else maxY + if (insets.boundingRectRight.left != 0 && insets.boundingRectRight.left > maxX / 2) + insets.boundingRectRight.left.toFloat() else maxX + + minX = insets.boundingRectLeft.right - insets.boundingRectLeft.left + minY = insets.boundingRectBottom.top - insets.boundingRectBottom.bottom + + cutoutLeft = insets.boundingRectRight.right - insets.boundingRectRight.left + cutoutBottom = insets.boundingRectTop.top - insets.boundingRectTop.bottom + } } // This makes sure that if we have an inset on one side of the screen, we mirror it on |