mirror of
https://github.com/Ryujinx/Ryujinx.git
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77aab9aca3
* and direct mouse support * and direct mouse support * hide cursor if mouse enabled * add config * update docs * sorted usings
104 lines
No EOL
3.4 KiB
C#
104 lines
No EOL
3.4 KiB
C#
using System.Drawing;
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using System.Numerics;
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namespace Ryujinx.Input
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{
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/// <summary>
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/// Represent an emulated mouse.
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/// </summary>
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public interface IMouse : IGamepad
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{
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private const int SwitchPanelWidth = 1280;
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private const int SwitchPanelHeight = 720;
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/// <summary>
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/// Check if a given button is pressed on the mouse.
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/// </summary>
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/// <param name="button">The button</param>
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/// <returns>True if the given button is pressed on the mouse</returns>
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bool IsButtonPressed(MouseButton button);
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/// <summary>
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/// Get the position of the mouse in the client.
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/// </summary>
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Vector2 GetPosition();
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/// <summary>
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/// Get the mouse scroll delta.
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/// </summary>
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Vector2 GetScroll();
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/// <summary>
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/// Get the client size.
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/// </summary>
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Size ClientSize { get; }
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/// <summary>
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/// Get the button states of the mouse.
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/// </summary>
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bool[] Buttons { get; }
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/// <summary>
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/// Get a snaphost of the state of a mouse.
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/// </summary>
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/// <param name="mouse">The mouse to do a snapshot of</param>
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/// <returns>A snaphost of the state of the mouse.</returns>
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public static MouseStateSnapshot GetMouseStateSnapshot(IMouse mouse)
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{
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bool[] buttons = new bool[(int)MouseButton.Count];
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mouse.Buttons.CopyTo(buttons, 0);
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return new MouseStateSnapshot(buttons, mouse.GetPosition(), mouse.GetScroll());
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}
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/// <summary>
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/// Get the position of a mouse on screen relative to the app's view
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/// </summary>
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/// <param name="mousePosition">The position of the mouse in the client</param>
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/// <param name="clientSize">The size of the client</param>
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/// <param name="aspectRatio">The aspect ratio of the view</param>
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/// <returns>A snaphost of the state of the mouse.</returns>
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public static Vector2 GetScreenPosition(Vector2 mousePosition, Size clientSize, float aspectRatio)
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{
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float mouseX = mousePosition.X;
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float mouseY = mousePosition.Y;
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float aspectWidth = SwitchPanelHeight * aspectRatio;
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int screenWidth = clientSize.Width;
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int screenHeight = clientSize.Height;
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if (clientSize.Width > clientSize.Height * aspectWidth / SwitchPanelHeight)
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{
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screenWidth = (int)(clientSize.Height * aspectWidth) / SwitchPanelHeight;
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}
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else
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{
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screenHeight = (clientSize.Width * SwitchPanelHeight) / (int)aspectWidth;
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}
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int startX = (clientSize.Width - screenWidth) >> 1;
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int startY = (clientSize.Height - screenHeight) >> 1;
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int endX = startX + screenWidth;
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int endY = startY + screenHeight;
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if (mouseX >= startX &&
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mouseY >= startY &&
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mouseX < endX &&
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mouseY < endY)
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{
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int screenMouseX = (int)mouseX - startX;
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int screenMouseY = (int)mouseY - startY;
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mouseX = (screenMouseX * (int)aspectWidth) / screenWidth;
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mouseY = (screenMouseY * SwitchPanelHeight) / screenHeight;
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return new Vector2(mouseX, mouseY);
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}
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return new Vector2();
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}
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}
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} |