mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-26 20:13:01 +00:00
100 lines
No EOL
3.3 KiB
C#
100 lines
No EOL
3.3 KiB
C#
using System.Drawing;
|
|
using System.Numerics;
|
|
|
|
namespace Ryujinx.Input
|
|
{
|
|
/// <summary>
|
|
/// Represent an emulated mouse.
|
|
/// </summary>
|
|
public interface IMouse : IGamepad
|
|
{
|
|
private const int SwitchPanelWidth = 1280;
|
|
private const int SwitchPanelHeight = 720;
|
|
|
|
/// <summary>
|
|
/// Check if a given button is pressed on the mouse.
|
|
/// </summary>
|
|
/// <param name="button">The button</param>
|
|
/// <returns>True if the given button is pressed on the mouse</returns>
|
|
bool IsButtonPressed(MouseButton button);
|
|
|
|
/// <summary>
|
|
/// Get the position of the mouse in the client.
|
|
/// </summary>
|
|
Vector2 GetPosition();
|
|
|
|
/// <summary>
|
|
/// Get the client size.
|
|
/// </summary>
|
|
Size ClientSize { get; }
|
|
|
|
/// <summary>
|
|
/// Get the button states of the mouse.
|
|
/// </summary>
|
|
bool[] Buttons { get; }
|
|
|
|
/// <summary>
|
|
/// Get a snaphost of the state of a mouse.
|
|
/// </summary>
|
|
/// <param name="mouse">The mouse to do a snapshot of</param>
|
|
/// <returns>A snaphost of the state of the mouse.</returns>
|
|
public static MouseStateSnapshot GetMouseStateSnapshot(IMouse mouse)
|
|
{
|
|
var position = mouse.GetPosition();
|
|
bool[] buttons = new bool[(int)MouseButton.Count];
|
|
|
|
mouse.Buttons.CopyTo(buttons, 0);
|
|
|
|
return new MouseStateSnapshot(buttons, position);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the touch position of a mouse position relative to the app's view
|
|
/// </summary>
|
|
/// <param name="mousePosition">The position of the mouse in the client</param>
|
|
/// <param name="clientSize">The size of the client</param>
|
|
/// <param name="aspectRatio">The aspect ratio of the view</param>
|
|
/// <returns>A snaphost of the state of the mouse.</returns>
|
|
public static Vector2 GetTouchPosition(Vector2 mousePosition, Size clientSize, float aspectRatio)
|
|
{
|
|
float mouseX = mousePosition.X;
|
|
float mouseY = mousePosition.Y;
|
|
|
|
float aspectWidth = SwitchPanelHeight * aspectRatio;
|
|
|
|
int screenWidth = clientSize.Width;
|
|
int screenHeight = clientSize.Height;
|
|
|
|
if (clientSize.Width > clientSize.Height * aspectWidth / SwitchPanelHeight)
|
|
{
|
|
screenWidth = (int)(clientSize.Height * aspectWidth) / SwitchPanelHeight;
|
|
}
|
|
else
|
|
{
|
|
screenHeight = (clientSize.Width * SwitchPanelHeight) / (int)aspectWidth;
|
|
}
|
|
|
|
int startX = (clientSize.Width - screenWidth) >> 1;
|
|
int startY = (clientSize.Height - screenHeight) >> 1;
|
|
|
|
int endX = startX + screenWidth;
|
|
int endY = startY + screenHeight;
|
|
|
|
if (mouseX >= startX &&
|
|
mouseY >= startY &&
|
|
mouseX < endX &&
|
|
mouseY < endY)
|
|
{
|
|
int screenMouseX = (int)mouseX - startX;
|
|
int screenMouseY = (int)mouseY - startY;
|
|
|
|
mouseX = (screenMouseX * (int)aspectWidth) / screenWidth;
|
|
mouseY = (screenMouseY * SwitchPanelHeight) / screenHeight;
|
|
|
|
return new Vector2(mouseX, mouseY);
|
|
}
|
|
|
|
return new Vector2();
|
|
}
|
|
}
|
|
} |