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ryujinx-fork/Ryujinx.Headless.SDL2/SDL2MouseDriver.cs

104 lines
2.7 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Input;
using System;
using System.Diagnostics;
using System.Drawing;
using System.Numerics;
using System.Runtime.CompilerServices;
using static SDL2.SDL;
namespace Ryujinx.Headless.SDL2
{
class SDL2MouseDriver : IGamepadDriver
{
private bool _isDisposed;
public bool[] PressedButtons { get; }
public Vector2 CurrentPosition { get; private set; }
public Vector2 Scroll { get; private set; }
public Size _clientSize;
public SDL2MouseDriver()
{
PressedButtons = new bool[(int)MouseButton.Count];
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static MouseButton DriverButtonToMouseButton(uint rawButton)
{
Debug.Assert(rawButton > 0 && rawButton <= (int)MouseButton.Count);
return (MouseButton)(rawButton - 1);
}
public void Update(SDL_Event evnt)
{
if (evnt.type == SDL_EventType.SDL_MOUSEBUTTONDOWN || evnt.type == SDL_EventType.SDL_MOUSEBUTTONUP)
{
uint rawButton = evnt.button.button;
if (rawButton > 0 && rawButton <= (int)MouseButton.Count)
{
PressedButtons[(int)DriverButtonToMouseButton(rawButton)] = evnt.type == SDL_EventType.SDL_MOUSEBUTTONDOWN;
CurrentPosition = new Vector2(evnt.button.x, evnt.button.y);
}
}
else if (evnt.type == SDL_EventType.SDL_MOUSEMOTION)
{
CurrentPosition = new Vector2(evnt.motion.x, evnt.motion.y);
}
else if (evnt.type == SDL_EventType.SDL_MOUSEWHEEL)
{
Scroll = new Vector2(evnt.wheel.x, evnt.wheel.y);
}
}
public void SetClientSize(int width, int height)
{
_clientSize = new Size(width, height);
}
public bool IsButtonPressed(MouseButton button)
{
return PressedButtons[(int)button];
}
public Size GetClientSize()
{
return _clientSize;
}
public string DriverName => "SDL2";
public event Action<string> OnGamepadConnected
{
add { }
remove { }
}
public event Action<string> OnGamepadDisconnected
{
add { }
remove { }
}
public ReadOnlySpan<string> GamepadsIds => new[] { "0" };
public IGamepad GetGamepad(string id)
{
return new SDL2Mouse(this);
}
public void Dispose()
{
if (_isDisposed)
{
return;
}
_isDisposed = true;
}
}
}