emu_window: Adapt Touchscreen to 3D Settings

This commit is contained in:
N00byKing 2018-06-17 13:52:16 +02:00
parent 523c52c708
commit 74367203cf

View File

@ -60,9 +60,17 @@ EmuWindow::~EmuWindow() {
*/ */
static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x, static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x,
unsigned framebuffer_y) { unsigned framebuffer_y) {
return ( if (Settings::values.toggle_3d) {
framebuffer_y >= layout.bottom_screen.top && framebuffer_y < layout.bottom_screen.bottom && return (framebuffer_y >= layout.bottom_screen.top &&
framebuffer_x >= layout.bottom_screen.left && framebuffer_x < layout.bottom_screen.right); framebuffer_y < layout.bottom_screen.bottom &&
framebuffer_x >= layout.bottom_screen.left / 2 &&
framebuffer_x < layout.bottom_screen.right / 2);
} else {
return (framebuffer_y >= layout.bottom_screen.top &&
framebuffer_y < layout.bottom_screen.bottom &&
framebuffer_x >= layout.bottom_screen.left &&
framebuffer_x < layout.bottom_screen.right);
}
} }
std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) { std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) {
@ -80,9 +88,16 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
return; return;
std::lock_guard<std::mutex> guard(touch_state->mutex); std::lock_guard<std::mutex> guard(touch_state->mutex);
if (Settings::values.toggle_3d) {
touch_state->touch_x =
static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left / 2) /
(framebuffer_layout.bottom_screen.right / 2 -
framebuffer_layout.bottom_screen.left / 2);
} else {
touch_state->touch_x = touch_state->touch_x =
static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) / static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) /
(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left); (framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
}
touch_state->touch_y = touch_state->touch_y =
static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) / static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top); (framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);