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authorliamwhite <liamwhite@users.noreply.github.com>2023-02-04 21:01:07 +0100
committerGitHub <noreply@github.com>2023-02-04 21:01:07 +0100
commit236b54376d9390d630a249f54c149b2515124108 (patch)
treebe195333e1c4d036d2b2b0a9e0170a788246dfb7
parentMerge pull request #9728 from ameerj/s32-value (diff)
parentyuzu_cmd: Fix mismatching controller input (diff)
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-rw-r--r--src/yuzu_cmd/config.cpp3
-rw-r--r--src/yuzu_cmd/default_ini.h13
-rw-r--r--src/yuzu_cmd/emu_window/emu_window_sdl2.cpp48
-rw-r--r--src/yuzu_cmd/emu_window/emu_window_sdl2.h10
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);