more work in mouse lib
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4f9caa1e73
commit
da6fa8cc6c
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@ -549,6 +549,8 @@ set(VIDEO_CORE src/video_core/amdgpu/liverpool.cpp
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set(INPUT src/input/controller.cpp
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src/input/controller.h
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src/input/mouse.cpp
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src/input/mouse.h
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)
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set(EMULATOR src/emulator.cpp
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@ -37,6 +37,7 @@
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#include "src/core/libraries/dialogs/error_dialog.h"
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#include "src/core/libraries/dialogs/ime_dialog.h"
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#include "src/core/libraries/libpng/pngdec.h"
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#include "src/core/libraries/mouse/mouse.h"
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namespace Libraries {
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@ -75,6 +76,7 @@ void InitHLELibs(Core::Loader::SymbolsResolver* sym) {
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Libraries::ErrorDialog::RegisterlibSceErrorDialog(sym);
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Libraries::ImeDialog::RegisterlibSceImeDialog(sym);
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Libraries::AvPlayer::RegisterlibSceAvPlayer(sym);
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Libraries::Mouse::RegisterlibSceMouse(sym);
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}
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} // namespace Libraries
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@ -2,6 +2,8 @@
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// SPDX-License-Identifier: GPL-2.0-or-later
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// Generated By moduleGenerator
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#include <common/singleton.h>
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#include <input/mouse.h>
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#include "common/logging/log.h"
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#include "core/libraries/error_codes.h"
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#include "core/libraries/libs.h"
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@ -45,7 +47,7 @@ int PS4_SYSV_ABI sceMouseGetDeviceInfo() {
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}
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int PS4_SYSV_ABI sceMouseInit() {
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LOG_ERROR(Lib_Mouse, "(STUBBED) called");
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LOG_INFO(Lib_Mouse, "called");
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return ORBIS_OK;
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}
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@ -54,14 +56,31 @@ int PS4_SYSV_ABI sceMouseMbusInit() {
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return ORBIS_OK;
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}
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int PS4_SYSV_ABI sceMouseOpen() {
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LOG_ERROR(Lib_Mouse, "(STUBBED) called");
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return ORBIS_OK;
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int PS4_SYSV_ABI sceMouseOpen(s32 userId, s32 type, s32 index, OrbisMouseOpenParam* pParam) {
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LOG_INFO(Lib_Mouse, "(DUMMY) called");
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return 2; // dummy
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}
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int PS4_SYSV_ABI sceMouseRead() {
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LOG_ERROR(Lib_Mouse, "(STUBBED) called");
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return ORBIS_OK;
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int PS4_SYSV_ABI sceMouseRead(s32 handle, OrbisMouseData* pData, s32 num) {
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bool connected = false;
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Input::MouseState states[64];
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auto* mouse = Common::Singleton<Input::GameMouse>::Instance();
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int ret_num = mouse->ReadStates(states, num, &connected);
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if (!connected) {
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ret_num = 1;
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}
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for (int i = 0; i < ret_num; i++) {
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pData[i].buttons = states[i].buttonsState;
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pData[i].connected = true;
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pData[i].timestamp = states[i].time;
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pData[i].xAxis = 0;
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pData[i].yAxis = 0;
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pData[i].wheel = 0;
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pData[i].tilt = 0;
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}
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return ret_num;
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}
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int PS4_SYSV_ABI sceMouseSetHandType() {
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@ -10,6 +10,27 @@ class SymbolsResolver;
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namespace Libraries::Mouse {
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struct OrbisMouseOpenParam {
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u8 behaviorFlag;
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u8 reserve[7];
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};
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struct OrbisMouseData {
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u64 timestamp;
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bool connected;
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u32 buttons;
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s32 xAxis;
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s32 yAxis;
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s32 wheel;
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s32 tilt;
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u8 reserve[8];
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};
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enum OrbisMouseButtonDataOffset {
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ORBIS_MOUSE_BUTTON_PRIMARY = 0x00000001,
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ORBIS_MOUSE_BUTTON_SECONDARY = 0x00000002
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};
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int PS4_SYSV_ABI sceMouseClose();
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int PS4_SYSV_ABI sceMouseConnectPort();
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int PS4_SYSV_ABI sceMouseDebugGetDeviceId();
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@ -19,8 +40,8 @@ int PS4_SYSV_ABI sceMouseDisconnectPort();
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int PS4_SYSV_ABI sceMouseGetDeviceInfo();
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int PS4_SYSV_ABI sceMouseInit();
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int PS4_SYSV_ABI sceMouseMbusInit();
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int PS4_SYSV_ABI sceMouseOpen();
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int PS4_SYSV_ABI sceMouseRead();
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int PS4_SYSV_ABI sceMouseOpen(s32 userId, s32 type, s32 index, OrbisMouseOpenParam* pParam);
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int PS4_SYSV_ABI sceMouseRead(s32 handle, OrbisMouseData* pData, s32 num);
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int PS4_SYSV_ABI sceMouseSetHandType();
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int PS4_SYSV_ABI sceMouseSetPointerSpeed();
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int PS4_SYSV_ABI sceMouseSetProcessPrivilege();
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@ -0,0 +1,80 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "core/libraries/kernel/time_management.h"
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#include "input/mouse.h"
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namespace Input {
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GameMouse::GameMouse() {
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m_states_num = 0;
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m_last_state = MouseState();
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}
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int GameMouse::ReadStates(MouseState* states, int states_num, bool* isConnected) {
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std::scoped_lock lock{m_mutex};
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*isConnected = m_connected;
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int ret_num = 0;
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if (m_connected) {
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if (m_states_num == 0) {
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ret_num = 1;
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states[0] = m_last_state;
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} else {
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for (uint32_t i = 0; i < m_states_num; i++) {
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if (ret_num >= states_num) {
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break;
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}
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auto index = (m_first_state + i) % MAX_MOUSE_STATES;
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if (!m_private[index].obtained) {
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m_private[index].obtained = true;
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states[ret_num++] = m_states[index];
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}
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}
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}
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}
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return ret_num;
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}
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MouseState GameMouse::GetLastState() const {
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if (m_states_num == 0) {
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return m_last_state;
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}
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auto last = (m_first_state + m_states_num - 1) % MAX_MOUSE_STATES;
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return m_states[last];
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}
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void GameMouse::AddState(const MouseState& state) {
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if (m_states_num >= MAX_MOUSE_STATES) {
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m_states_num = MAX_MOUSE_STATES - 1;
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m_first_state = (m_first_state + 1) % MAX_MOUSE_STATES;
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}
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auto index = (m_first_state + m_states_num) % MAX_MOUSE_STATES;
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m_states[index] = state;
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m_last_state = state;
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m_private[index].obtained = false;
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m_states_num++;
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}
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void GameMouse::CheckButton(int id, u32 button, bool isPressed) {
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std::scoped_lock lock{m_mutex};
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auto state = GetLastState();
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state.time = Libraries::Kernel::sceKernelGetProcessTime();
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if (isPressed) {
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state.buttonsState |= button;
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} else {
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state.buttonsState &= ~button;
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}
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AddState(state);
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}
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}; // namespace Input
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@ -0,0 +1,43 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <mutex>
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#include "common/types.h"
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namespace Input {
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struct MouseState {
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u32 buttonsState = 0;
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u64 time = 0;
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};
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constexpr u32 MAX_MOUSE_STATES = 64;
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class GameMouse {
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public:
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GameMouse();
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virtual ~GameMouse() = default;
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int ReadStates(MouseState* states, int states_num, bool* isConnected);
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MouseState GetLastState() const;
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void CheckButton(int id, u32 button, bool isPressed);
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void AddState(const MouseState& state);
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private:
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struct StateInternal {
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bool obtained = false;
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};
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std::mutex m_mutex;
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bool m_connected = true;
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MouseState m_last_state;
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int m_connected_count = 0;
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u32 m_states_num = 0;
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u32 m_first_state = 0;
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std::array<MouseState, MAX_MOUSE_STATES> m_states;
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std::array<StateInternal, MAX_MOUSE_STATES> m_private;
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};
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} // namespace Input
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@ -16,6 +16,9 @@
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#ifdef __APPLE__
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#include <SDL3/SDL_metal.h>
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#endif
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#include <common/singleton.h>
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#include <core/libraries/mouse/mouse.h>
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#include <input/mouse.h>
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namespace Frontend {
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@ -108,11 +111,31 @@ void WindowSDL::waitEvent() {
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case SDL_EVENT_QUIT:
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is_open = false;
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break;
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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case SDL_EVENT_MOUSE_BUTTON_UP:
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onMouseAction(&event);
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break;
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default:
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break;
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}
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}
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void WindowSDL::onMouseAction(const SDL_Event* event) {
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auto* mouse = Common::Singleton<Input::GameMouse>::Instance();
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using Libraries::Mouse::OrbisMouseButtonDataOffset;
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u32 button = 0;
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switch (event->button.button) {
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case SDL_BUTTON_LEFT:
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button = OrbisMouseButtonDataOffset::ORBIS_MOUSE_BUTTON_PRIMARY;
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break;
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case SDL_BUTTON_RIGHT:
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button = OrbisMouseButtonDataOffset::ORBIS_MOUSE_BUTTON_SECONDARY;
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break;
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}
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if (button != 0) {
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mouse->CheckButton(0, button, event->type == SDL_EVENT_MOUSE_BUTTON_DOWN);
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}
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}
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void WindowSDL::onResize() {
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SDL_GetWindowSizeInPixels(window, &width, &height);
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}
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@ -68,7 +68,7 @@ private:
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void onResize();
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void onKeyPress(const SDL_Event* event);
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void onGamepadEvent(const SDL_Event* event);
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void onMouseAction(const SDL_Event* event);
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int sdlGamepadToOrbisButton(u8 button);
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private:
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