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Move solution and projects to src
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3466 changed files with 55 additions and 55 deletions
99
src/Ryujinx.Input/HLE/TouchScreenManager.cs
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99
src/Ryujinx.Input/HLE/TouchScreenManager.cs
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using Ryujinx.HLE;
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using Ryujinx.HLE.HOS.Services.Hid;
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using Ryujinx.HLE.HOS.Services.Hid.Types.SharedMemory.TouchScreen;
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using System;
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namespace Ryujinx.Input.HLE
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{
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public class TouchScreenManager : IDisposable
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{
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private readonly IMouse _mouse;
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private Switch _device;
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private bool _wasClicking;
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public TouchScreenManager(IMouse mouse)
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{
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_mouse = mouse;
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}
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public void Initialize(Switch device)
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{
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_device = device;
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}
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public bool Update(bool isFocused, bool isClicking = false, float aspectRatio = 0)
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{
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if (!isFocused || (!_wasClicking && !isClicking))
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{
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// In case we lost focus, send the end touch.
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if (_wasClicking && !isClicking)
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{
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MouseStateSnapshot snapshot = IMouse.GetMouseStateSnapshot(_mouse);
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var touchPosition = IMouse.GetScreenPosition(snapshot.Position, _mouse.ClientSize, aspectRatio);
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TouchPoint currentPoint = new TouchPoint
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{
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Attribute = TouchAttribute.End,
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X = (uint)touchPosition.X,
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Y = (uint)touchPosition.Y,
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// Placeholder values till more data is acquired
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DiameterX = 10,
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DiameterY = 10,
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Angle = 90
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};
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_device.Hid.Touchscreen.Update(currentPoint);
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}
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_wasClicking = false;
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_device.Hid.Touchscreen.Update();
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return false;
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}
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if (aspectRatio > 0)
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{
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MouseStateSnapshot snapshot = IMouse.GetMouseStateSnapshot(_mouse);
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var touchPosition = IMouse.GetScreenPosition(snapshot.Position, _mouse.ClientSize, aspectRatio);
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TouchAttribute attribute = TouchAttribute.None;
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if (!_wasClicking && isClicking)
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{
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attribute = TouchAttribute.Start;
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}
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else if (_wasClicking && !isClicking)
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{
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attribute = TouchAttribute.End;
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}
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TouchPoint currentPoint = new TouchPoint
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{
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Attribute = attribute,
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X = (uint)touchPosition.X,
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Y = (uint)touchPosition.Y,
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// Placeholder values till more data is acquired
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DiameterX = 10,
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DiameterY = 10,
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Angle = 90
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};
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_device.Hid.Touchscreen.Update(currentPoint);
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_wasClicking = isClicking;
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return true;
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}
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return false;
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}
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public void Dispose() { }
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}
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}
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