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-rw-r--r--src/common/emu_window.h46
1 files changed, 37 insertions, 9 deletions
diff --git a/src/common/emu_window.h b/src/common/emu_window.h
index 7c3486dea..57e303b6d 100644
--- a/src/common/emu_window.h
+++ b/src/common/emu_window.h
@@ -12,10 +12,6 @@
#include "core/hle/service/hid/hid.h"
-namespace KeyMap {
-struct HostDeviceKey;
-}
-
/**
* Abstraction class used to provide an interface between emulation code and the frontend
* (e.g. SDL, QGLWidget, GLFW, etc...).
@@ -76,11 +72,27 @@ public:
virtual void ReloadSetKeymaps() = 0;
- /// Signals a key press action to the HID module
- void KeyPressed(KeyMap::HostDeviceKey key);
+ /**
+ * Signals a button press action to the HID module.
+ * @param pad_state indicates which button to press
+ * @note only handles real buttons (A/B/X/Y/...), excluding analog inputs like the circle pad.
+ */
+ void ButtonPressed(Service::HID::PadState pad_state);
+
+ /**
+ * Signals a button release action to the HID module.
+ * @param pad_state indicates which button to press
+ * @note only handles real buttons (A/B/X/Y/...), excluding analog inputs like the circle pad.
+ */
+ void ButtonReleased(Service::HID::PadState pad_state);
- /// Signals a key release action to the HID module
- void KeyReleased(KeyMap::HostDeviceKey key);
+ /**
+ * Signals a circle pad change action to the HID module.
+ * @param x new x-coordinate of the circle pad, in the range [-1.0, 1.0]
+ * @param y new y-coordinate of the circle pad, in the range [-1.0, 1.0]
+ * @note the coordinates will be normalized if the radius is larger than 1
+ */
+ void CirclePadUpdated(float x, float y);
/**
* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
@@ -100,8 +112,9 @@ public:
void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
/**
- * Gets the current pad state (which buttons are pressed and the circle pad direction).
+ * Gets the current pad state (which buttons are pressed).
* @note This should be called by the core emu thread to get a state set by the window thread.
+ * @note This doesn't include analog input like circle pad direction
* @todo Fix this function to be thread-safe.
* @return PadState object indicating the current pad state
*/
@@ -110,6 +123,16 @@ public:
}
/**
+ * Gets the current circle pad state.
+ * @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), where `x` and `y` are the circle pad coordinates
+ */
+ std::tuple<s16, s16> GetCirclePadState() const {
+ return std::make_tuple(circle_pad_x, circle_pad_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.
@@ -200,6 +223,8 @@ protected:
pad_state.hex = 0;
touch_x = 0;
touch_y = 0;
+ circle_pad_x = 0;
+ circle_pad_y = 0;
touch_pressed = false;
}
virtual ~EmuWindow() {}
@@ -260,6 +285,9 @@ private:
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)
+ s16 circle_pad_x; ///< Circle pad X-position in native 3DS pixel coordinates (-156 - 156)
+ s16 circle_pad_y; ///< Circle pad Y-position in native 3DS pixel coordinates (-156 - 156)
+
/**
* Clip the provided coordinates to be inside the touchscreen area.
*/