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#include <android/native_window_jni.h>
#include "common/logging/log.h"
#include "input_common/drivers/touch_screen.h"
#include "input_common/drivers/virtual_gamepad.h"
#include "input_common/main.h"
#include "jni/emu_window/emu_window.h"
void EmuWindow_Android::OnSurfaceChanged(ANativeWindow* surface) {
render_window = surface;
}
void EmuWindow_Android::OnTouchPressed(int id, float x, float y) {
const auto [touch_x, touch_y] = MapToTouchScreen(x, y);
input_subsystem->GetTouchScreen()->TouchPressed(touch_x, touch_y, id);
}
void EmuWindow_Android::OnTouchMoved(int id, float x, float y) {
const auto [touch_x, touch_y] = MapToTouchScreen(x, y);
input_subsystem->GetTouchScreen()->TouchMoved(touch_x, touch_y, id);
}
void EmuWindow_Android::OnTouchReleased(int id) {
input_subsystem->GetTouchScreen()->TouchReleased(id);
}
void EmuWindow_Android::OnGamepadButtonEvent(int player_index, int button_id, bool pressed) {
input_subsystem->GetVirtualGamepad()->SetButtonState(player_index, button_id, pressed);
}
void EmuWindow_Android::OnGamepadJoystickEvent(int player_index, int stick_id, float x, float y) {
input_subsystem->GetVirtualGamepad()->SetStickPosition(player_index, stick_id, x, y);
}
void EmuWindow_Android::OnGamepadMotionEvent(int player_index, u64 delta_timestamp, float gyro_x,
float gyro_y, float gyro_z, float accel_x,
float accel_y, float accel_z) {
input_subsystem->GetVirtualGamepad()->SetMotionState(player_index, delta_timestamp, gyro_x,
gyro_y, gyro_z, accel_x, accel_y, accel_z);
}
EmuWindow_Android::EmuWindow_Android(InputCommon::InputSubsystem* input_subsystem_,
ANativeWindow* surface_)
: input_subsystem{input_subsystem_} {
LOG_INFO(Frontend, "initializing");
if (!surface_) {
LOG_CRITICAL(Frontend, "surface is nullptr");
return;
}
window_width = ANativeWindow_getWidth(surface_);
window_height = ANativeWindow_getHeight(surface_);
// Ensures that we emulate with the correct aspect ratio.
UpdateCurrentFramebufferLayout(window_width, window_height);
host_window = surface_;
window_info.type = Core::Frontend::WindowSystemType::Android;
window_info.render_surface = reinterpret_cast<void*>(host_window);
input_subsystem->Initialize();
}
EmuWindow_Android::~EmuWindow_Android() {
input_subsystem->Shutdown();
}
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