emu_window: Adapt Touchscreen to 3D Settings
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523c52c708
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74367203cf
@ -60,9 +60,17 @@ EmuWindow::~EmuWindow() {
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*/
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*/
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static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x,
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static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x,
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unsigned framebuffer_y) {
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unsigned framebuffer_y) {
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return (
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if (Settings::values.toggle_3d) {
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framebuffer_y >= layout.bottom_screen.top && framebuffer_y < layout.bottom_screen.bottom &&
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return (framebuffer_y >= layout.bottom_screen.top &&
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framebuffer_x >= layout.bottom_screen.left && framebuffer_x < layout.bottom_screen.right);
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framebuffer_y < layout.bottom_screen.bottom &&
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framebuffer_x >= layout.bottom_screen.left / 2 &&
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framebuffer_x < layout.bottom_screen.right / 2);
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} else {
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return (framebuffer_y >= layout.bottom_screen.top &&
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framebuffer_y < layout.bottom_screen.bottom &&
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framebuffer_x >= layout.bottom_screen.left &&
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framebuffer_x < layout.bottom_screen.right);
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}
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}
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}
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std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) {
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std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) {
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@ -80,9 +88,16 @@ void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
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return;
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return;
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std::lock_guard<std::mutex> guard(touch_state->mutex);
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std::lock_guard<std::mutex> guard(touch_state->mutex);
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if (Settings::values.toggle_3d) {
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touch_state->touch_x =
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static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left / 2) /
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(framebuffer_layout.bottom_screen.right / 2 -
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framebuffer_layout.bottom_screen.left / 2);
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} else {
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touch_state->touch_x =
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touch_state->touch_x =
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static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) /
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static_cast<float>(framebuffer_x - framebuffer_layout.bottom_screen.left) /
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(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
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(framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
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}
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touch_state->touch_y =
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touch_state->touch_y =
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static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
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static_cast<float>(framebuffer_y - framebuffer_layout.bottom_screen.top) /
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(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
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(framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
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