early-access version 2223
This commit is contained in:
parent
4911101702
commit
b480bf4741
11 changed files with 160 additions and 69 deletions
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@ -1,7 +1,7 @@
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yuzu emulator early access
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=============
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This is the source code for early-access 2222.
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This is the source code for early-access 2223.
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## Legal Notice
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@ -52,7 +52,7 @@ public:
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void UnloadInputDevices();
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/// Number of emulated controllers
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const std::size_t available_controllers{10};
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static constexpr std::size_t available_controllers{10};
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private:
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std::unique_ptr<EmulatedController> player_1;
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@ -11,6 +11,7 @@ set(SHADER_FILES
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block_linear_unswizzle_2d.comp
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block_linear_unswizzle_3d.comp
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convert_abgr8_to_d24s8.frag
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convert_b10g11r11_to_d24s8.frag
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convert_d24s8_to_abgr8.frag
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convert_d24s8_to_b10g11r11.frag
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convert_d24s8_to_r16g16.frag
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19
src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag
Executable file
19
src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag
Executable file
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@ -0,0 +1,19 @@
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#version 450
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// #extension GL_ARB_shader_stencil_export : require
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layout(binding = 0) uniform sampler2D color_texture;
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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vec4 color = texelFetch(color_texture, coord, 0).rgba;
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uint depth_stencil_unorm = (uint(color.b * (exp2(10) - 1.0f)) << 22)
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| (uint(color.g * (exp2(11) - 1.0f)) << 11)
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| (uint(color.r * (exp2(11) - 1.0f)));
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gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f);
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// gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
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}
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@ -5,6 +5,7 @@
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#include <algorithm>
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#include "video_core/host_shaders/convert_abgr8_to_d24s8_frag_spv.h"
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#include "video_core/host_shaders/convert_b10g11r11_to_d24s8_frag_spv.h"
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#include "video_core/host_shaders/convert_d24s8_to_abgr8_frag_spv.h"
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#include "video_core/host_shaders/convert_d24s8_to_b10g11r11_frag_spv.h"
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#include "video_core/host_shaders/convert_d24s8_to_r16g16_frag_spv.h"
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@ -359,6 +360,7 @@ BlitImageHelper::BlitImageHelper(const Device& device_, VKScheduler& scheduler_,
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convert_depth_to_float_frag(BuildShader(device, CONVERT_DEPTH_TO_FLOAT_FRAG_SPV)),
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convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_FRAG_SPV)),
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convert_abgr8_to_d24s8_frag(BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)),
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convert_b10g11r11_to_d24s8_frag(BuildShader(device, CONVERT_B10G11R11_TO_D24S8_FRAG_SPV)),
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convert_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)),
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convert_d24s8_to_b10g11r11_frag(BuildShader(device, CONVERT_D24S8_TO_B10G11R11_FRAG_SPV)),
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convert_d24s8_to_r16g16_frag(BuildShader(device, CONVERT_D24S8_TO_R16G16_FRAG_SPV)),
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@ -459,16 +461,25 @@ void BlitImageHelper::ConvertR16ToD16(const Framebuffer* dst_framebuffer,
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void BlitImageHelper::ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view, u32 up_scale,
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u32 down_shift) {
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ConvertPipelineEx(convert_abgr8_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
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convert_abgr8_to_d24s8_frag, true);
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ConvertPipelineDepthTargetEx(convert_abgr8_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
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convert_abgr8_to_d24s8_frag, true);
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Convert(*convert_abgr8_to_d24s8_pipeline, dst_framebuffer, src_image_view, up_scale,
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down_shift);
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}
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void BlitImageHelper::ConvertB10G11R11ToD24S8(const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view, u32 up_scale,
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u32 down_shift) {
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ConvertPipelineDepthTargetEx(convert_b10g11r11_to_d24s8_pipeline, dst_framebuffer->RenderPass(),
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convert_b10g11r11_to_d24s8_frag, true);
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Convert(*convert_b10g11r11_to_d24s8_pipeline, dst_framebuffer, src_image_view, up_scale,
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down_shift);
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}
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void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale, u32 down_shift) {
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ConvertPipelineEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_abgr8_frag, false);
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ConvertPipelineColorTargetEx(convert_d24s8_to_abgr8_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_abgr8_frag, false);
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ConvertDepthStencil(*convert_d24s8_to_abgr8_pipeline, dst_framebuffer, src_image_view, up_scale,
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down_shift);
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}
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@ -476,8 +487,8 @@ void BlitImageHelper::ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer,
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void BlitImageHelper::ConvertD24S8ToB10G11R11(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale,
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u32 down_shift) {
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ConvertPipelineEx(convert_d24s8_to_b10g11r11_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_b10g11r11_frag, false);
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ConvertPipelineColorTargetEx(convert_d24s8_to_b10g11r11_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_b10g11r11_frag, false);
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ConvertDepthStencil(*convert_d24s8_to_b10g11r11_pipeline, dst_framebuffer, src_image_view,
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up_scale, down_shift);
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}
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@ -485,8 +496,8 @@ void BlitImageHelper::ConvertD24S8ToB10G11R11(const Framebuffer* dst_framebuffer
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void BlitImageHelper::ConvertD24S8ToR16G16(const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale,
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u32 down_shift) {
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ConvertPipelineEx(convert_d24s8_to_r16g16_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_r16g16_frag, false);
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ConvertPipelineColorTargetEx(convert_d24s8_to_r16g16_pipeline, dst_framebuffer->RenderPass(),
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convert_d24s8_to_r16g16_frag, false);
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ConvertDepthStencil(*convert_d24s8_to_r16g16_pipeline, dst_framebuffer, src_image_view,
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up_scale, down_shift);
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}
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@ -540,7 +551,7 @@ void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_frameb
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void BlitImageHelper::ConvertDepthStencil(VkPipeline pipeline, const Framebuffer* dst_framebuffer,
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ImageView& src_image_view, u32 up_scale, u32 down_shift) {
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const VkPipelineLayout layout = *one_texture_pipeline_layout;
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const VkPipelineLayout layout = *two_textures_pipeline_layout;
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const VkImageView src_depth_view = src_image_view.DepthView();
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const VkImageView src_stencil_view = src_image_view.StencilView();
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const VkSampler sampler = *nearest_sampler;
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});
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}
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void BlitImageHelper::ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture) {
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void BlitImageHelper::ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture) {
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if (pipeline) {
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return;
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}
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const std::array stages = MakeStages(*full_screen_vert, *module);
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pipeline = device.GetLogical().CreateGraphicsPipeline({
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stageCount = static_cast<u32>(stages.size()),
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.pStages = stages.data(),
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.pVertexInputState = &PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
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.pInputAssemblyState = &PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
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.pTessellationState = nullptr,
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.pViewportState = &PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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.pRasterizationState = &PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
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.pMultisampleState = &PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
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.pDepthStencilState = nullptr,
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.pColorBlendState = &PIPELINE_COLOR_BLEND_STATE_GENERIC_CREATE_INFO,
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.pDynamicState = &PIPELINE_DYNAMIC_STATE_CREATE_INFO,
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.layout = single_texture ? *one_texture_pipeline_layout : *two_textures_pipeline_layout,
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.renderPass = renderpass,
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.subpass = 0,
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.basePipelineHandle = VK_NULL_HANDLE,
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.basePipelineIndex = 0,
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});
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}
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void BlitImageHelper::ConvertPipelineDepthTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture) {
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if (pipeline) {
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return;
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}
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void ConvertABGR8ToD24S8(const Framebuffer* dst_framebuffer, const ImageView& src_image_view,
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u32 up_scale, u32 down_shift);
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void ConvertB10G11R11ToD24S8(const Framebuffer* dst_framebuffer,
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const ImageView& src_image_view, u32 up_scale, u32 down_shift);
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void ConvertD24S8ToABGR8(const Framebuffer* dst_framebuffer, ImageView& src_image_view,
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u32 up_scale, u32 down_shift);
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void ConvertColorToDepthPipeline(vk::Pipeline& pipeline, VkRenderPass renderpass);
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void ConvertPipelineEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture);
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void ConvertPipelineColorTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture);
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void ConvertPipelineDepthTargetEx(vk::Pipeline& pipeline, VkRenderPass renderpass,
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vk::ShaderModule& module, bool single_texture);
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const Device& device;
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VKScheduler& scheduler;
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vk::ShaderModule convert_depth_to_float_frag;
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vk::ShaderModule convert_float_to_depth_frag;
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vk::ShaderModule convert_abgr8_to_d24s8_frag;
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vk::ShaderModule convert_b10g11r11_to_d24s8_frag;
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vk::ShaderModule convert_d24s8_to_abgr8_frag;
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vk::ShaderModule convert_d24s8_to_b10g11r11_frag;
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vk::ShaderModule convert_d24s8_to_r16g16_frag;
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vk::Pipeline convert_d16_to_r16_pipeline;
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vk::Pipeline convert_r16_to_d16_pipeline;
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vk::Pipeline convert_abgr8_to_d24s8_pipeline;
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vk::Pipeline convert_b10g11r11_to_d24s8_pipeline;
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vk::Pipeline convert_d24s8_to_abgr8_pipeline;
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vk::Pipeline convert_d24s8_to_b10g11r11_pipeline;
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vk::Pipeline convert_d24s8_to_r16g16_pipeline;
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@ -917,6 +917,9 @@ void TextureCacheRuntime::ConvertImage(Framebuffer* dst, ImageView& dst_view, Im
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src_view.format == PixelFormat::B8G8R8A8_UNORM) {
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return blit_image_helper.ConvertABGR8ToD24S8(dst, src_view, up_scale, down_shift);
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}
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if (src_view.format == PixelFormat::B10G11R11_FLOAT) {
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return blit_image_helper.ConvertB10G11R11ToD24S8(dst, src_view, up_scale, down_shift);
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}
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break;
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case PixelFormat::D32_FLOAT:
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if (src_view.format == PixelFormat::R32_FLOAT) {
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@ -1096,13 +1096,13 @@ typename TextureCache<P>::BlitImages TextureCache<P>::GetBlitImages(
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if (GetFormatType(dst_info.format) != GetFormatType(src_info.format)) {
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continue;
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}
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src_id = FindOrInsertImage(src_info, src_addr);
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RelaxedOptions dst_options{};
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RelaxedOptions find_options{};
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if (src_info.num_samples > 1) {
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// it's a resolve, we must enforce the same format.
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dst_options = RelaxedOptions::ForceBrokenViews;
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find_options = RelaxedOptions::ForceBrokenViews;
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}
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dst_id = FindOrInsertImage(dst_info, dst_addr, dst_options);
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src_id = FindOrInsertImage(src_info, src_addr, find_options);
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dst_id = FindOrInsertImage(dst_info, dst_addr, find_options);
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} while (has_deleted_images);
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return BlitImages{
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.dst_id = dst_id,
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@ -1151,19 +1151,25 @@ bool IsSubresource(const ImageInfo& candidate, const ImageBase& image, GPUVAddr
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void DeduceBlitImages(ImageInfo& dst_info, ImageInfo& src_info, const ImageBase* dst,
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const ImageBase* src) {
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bool is_resolve = false;
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const auto original_src_format = src_info.format;
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const auto original_dst_format = dst_info.format;
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if (src) {
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src_info.format = src->info.format;
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if (GetFormatType(src->info.format) != SurfaceType::ColorTexture) {
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src_info.format = src->info.format;
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}
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is_resolve = src->info.num_samples > 1;
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src_info.num_samples = src->info.num_samples;
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src_info.size = src->info.size;
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}
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if (dst) {
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if (dst && GetFormatType(dst->info.format) != SurfaceType::ColorTexture) {
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dst_info.format = dst->info.format;
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dst_info.num_samples = dst->info.num_samples;
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dst_info.size = dst->info.size;
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}
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if (src && GetFormatType(src->info.format) != SurfaceType::ColorTexture) {
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if (dst) {
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src_info.format = dst_info.format;
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if (GetFormatType(dst->info.format) == SurfaceType::ColorTexture) {
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src_info.format = original_src_format;
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}
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} else {
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dst_info.format = src->info.format;
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}
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@ -1171,18 +1177,13 @@ void DeduceBlitImages(ImageInfo& dst_info, ImageInfo& src_info, const ImageBase*
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if (dst && GetFormatType(dst->info.format) != SurfaceType::ColorTexture) {
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if (src) {
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if (GetFormatType(src->info.format) == SurfaceType::ColorTexture) {
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dst_info.format = src->info.format;
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dst_info.format = original_dst_format;
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}
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} else {
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src_info.format = dst->info.format;
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}
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}
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if (src_info.num_samples > 1) {
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dst_info.format = src_info.format;
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}
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if (dst_info.num_samples > 1) {
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src_info.format = dst_info.format;
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}
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ASSERT(!is_resolve || dst_info.format == src_info.format);
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}
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u32 MapSizeBytes(const ImageBase& image) {
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@ -604,69 +604,88 @@ int GRenderWindow::QtKeyToSwitchKey(Qt::Key qt_key) {
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}
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}
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int GRenderWindow::QtModifierToSwitchModifier(quint32 qt_modifiers) {
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int GRenderWindow::QtModifierToSwitchModifier(Qt::KeyboardModifiers qt_modifiers) {
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int modifier = 0;
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// The values are obtained through testing, Qt doesn't seem to provide a proper enum
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if ((qt_modifiers & 0x1) != 0) {
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if ((qt_modifiers & Qt::KeyboardModifier::ShiftModifier) != 0) {
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modifier |= 1 << Settings::NativeKeyboard::LeftShift;
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}
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if ((qt_modifiers & 0x2) != 0) {
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if ((qt_modifiers & Qt::KeyboardModifier::ControlModifier) != 0) {
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modifier |= 1 << Settings::NativeKeyboard::LeftControl;
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}
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if ((qt_modifiers & 0x4) != 0) {
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if ((qt_modifiers & Qt::KeyboardModifier::AltModifier) != 0) {
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modifier |= 1 << Settings::NativeKeyboard::LeftAlt;
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}
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if ((qt_modifiers & 0x08) != 0) {
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if ((qt_modifiers & Qt::KeyboardModifier::MetaModifier) != 0) {
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modifier |= 1 << Settings::NativeKeyboard::LeftMeta;
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}
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if ((qt_modifiers & 0x10) != 0) {
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modifier |= 1 << Settings::NativeKeyboard::RightShift;
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}
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if ((qt_modifiers & 0x20) != 0) {
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modifier |= 1 << Settings::NativeKeyboard::RightControl;
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}
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if ((qt_modifiers & 0x40) != 0) {
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modifier |= 1 << Settings::NativeKeyboard::RightAlt;
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}
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if ((qt_modifiers & 0x80) != 0) {
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modifier |= 1 << Settings::NativeKeyboard::RightMeta;
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}
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if ((qt_modifiers & 0x100) != 0) {
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modifier |= 1 << Settings::NativeKeyboard::CapsLock;
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}
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if ((qt_modifiers & 0x200) != 0) {
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modifier |= 1 << Settings::NativeKeyboard::NumLock;
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}
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// Verify the last two keys
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if ((qt_modifiers & 0x400) != 0) {
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modifier |= 1 << Settings::NativeKeyboard::Katakana;
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}
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if ((qt_modifiers & 0x800) != 0) {
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modifier |= 1 << Settings::NativeKeyboard::Hiragana;
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}
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// TODO: These keys can't be obtained with Qt::KeyboardModifier
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// if ((qt_modifiers & 0x10) != 0) {
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// modifier |= 1 << Settings::NativeKeyboard::RightShift;
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// }
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// if ((qt_modifiers & 0x20) != 0) {
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// modifier |= 1 << Settings::NativeKeyboard::RightControl;
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// }
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// if ((qt_modifiers & 0x40) != 0) {
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// modifier |= 1 << Settings::NativeKeyboard::RightAlt;
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// }
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// if ((qt_modifiers & 0x80) != 0) {
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// modifier |= 1 << Settings::NativeKeyboard::RightMeta;
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// }
|
||||
// if ((qt_modifiers & 0x100) != 0) {
|
||||
// modifier |= 1 << Settings::NativeKeyboard::CapsLock;
|
||||
// }
|
||||
// if ((qt_modifiers & 0x200) != 0) {
|
||||
// modifier |= 1 << Settings::NativeKeyboard::NumLock;
|
||||
// }
|
||||
// if ((qt_modifiers & ???) != 0) {
|
||||
// modifier |= 1 << Settings::NativeKeyboard::ScrollLock;
|
||||
// }
|
||||
// if ((qt_modifiers & ???) != 0) {
|
||||
// modifier |= 1 << Settings::NativeKeyboard::Katakana;
|
||||
// }
|
||||
// if ((qt_modifiers & ???) != 0) {
|
||||
// modifier |= 1 << Settings::NativeKeyboard::Hiragana;
|
||||
// }
|
||||
return modifier;
|
||||
}
|
||||
|
||||
void GRenderWindow::keyPressEvent(QKeyEvent* event) {
|
||||
/**
|
||||
* This feature can be enhanced with the following functions, but they do not provide
|
||||
* cross-platform behavior.
|
||||
*
|
||||
* event->nativeVirtualKey() can distinguish between keys on the numpad.
|
||||
* event->nativeModifiers() can distinguish between left and right keys and numlock,
|
||||
* capslock, scroll lock.
|
||||
*/
|
||||
if (!event->isAutoRepeat()) {
|
||||
const auto modifier = QtModifierToSwitchModifier(event->nativeModifiers());
|
||||
// Replace event->key() with event->nativeVirtualKey() since the second one provides raw key
|
||||
// buttons
|
||||
const auto modifier = QtModifierToSwitchModifier(event->modifiers());
|
||||
const auto key = QtKeyToSwitchKey(Qt::Key(event->key()));
|
||||
input_subsystem->GetKeyboard()->SetKeyboardModifiers(modifier);
|
||||
input_subsystem->GetKeyboard()->PressKeyboardKey(key);
|
||||
// This is used for gamepads
|
||||
// This is used for gamepads that can have any key mapped
|
||||
input_subsystem->GetKeyboard()->PressKey(event->key());
|
||||
}
|
||||
}
|
||||
|
||||
void GRenderWindow::keyReleaseEvent(QKeyEvent* event) {
|
||||
/**
|
||||
* This feature can be enhanced with the following functions, but they do not provide
|
||||
* cross-platform behavior.
|
||||
*
|
||||
* event->nativeVirtualKey() can distinguish between keys on the numpad.
|
||||
* event->nativeModifiers() can distinguish between left and right buttons and numlock,
|
||||
* capslock, scroll lock.
|
||||
*/
|
||||
if (!event->isAutoRepeat()) {
|
||||
const auto modifier = QtModifierToSwitchModifier(event->nativeModifiers());
|
||||
const auto modifier = QtModifierToSwitchModifier(event->modifiers());
|
||||
const auto key = QtKeyToSwitchKey(Qt::Key(event->key()));
|
||||
input_subsystem->GetKeyboard()->SetKeyboardModifiers(modifier);
|
||||
input_subsystem->GetKeyboard()->ReleaseKeyboardKey(key);
|
||||
// This is used for gamepads
|
||||
// This is used for gamepads that can have any key mapped
|
||||
input_subsystem->GetKeyboard()->ReleaseKey(event->key());
|
||||
}
|
||||
}
|
||||
|
|
|
@ -158,7 +158,7 @@ public:
|
|||
static int QtKeyToSwitchKey(Qt::Key qt_keys);
|
||||
|
||||
/// Converts a Qt modifier keys into NativeKeyboard modifier keys
|
||||
static int QtModifierToSwitchModifier(quint32 qt_modifiers);
|
||||
static int QtModifierToSwitchModifier(Qt::KeyboardModifiers qt_modifiers);
|
||||
|
||||
void keyPressEvent(QKeyEvent* event) override;
|
||||
void keyReleaseEvent(QKeyEvent* event) override;
|
||||
|
|
Loading…
Reference in a new issue