input_common: Eliminate most global state
Abstracts most of the input mechanisms under an InputSubsystem class that is managed by the frontends, eliminating any static constructors and destructors. This gets rid of global accessor functions and also allows the frontends to have a more fine-grained control over the lifecycle of the input subsystem. This also makes it explicit which interfaces rely on the input subsystem instead of making it opaque in the interface functions. All that remains to migrate over is the factories, which can be done in a separate change.
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25 changed files with 397 additions and 243 deletions
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@ -13,23 +13,25 @@
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#include "input_common/sdl/sdl.h"
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#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
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EmuWindow_SDL2::EmuWindow_SDL2(Core::System& system, bool fullscreen) : system{system} {
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EmuWindow_SDL2::EmuWindow_SDL2(Core::System& system, bool fullscreen,
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InputCommon::InputSubsystem* input_subsystem_)
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: system{system}, input_subsystem{input_subsystem_} {
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
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LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
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exit(1);
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}
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InputCommon::Init();
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input_subsystem->Initialize();
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SDL_SetMainReady();
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}
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EmuWindow_SDL2::~EmuWindow_SDL2() {
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InputCommon::Shutdown();
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input_subsystem->Shutdown();
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SDL_Quit();
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}
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void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
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TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
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InputCommon::GetMotionEmu()->Tilt(x, y);
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input_subsystem->GetMotionEmu()->Tilt(x, y);
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}
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void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
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@ -41,9 +43,9 @@ void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
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}
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} else if (button == SDL_BUTTON_RIGHT) {
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if (state == SDL_PRESSED) {
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InputCommon::GetMotionEmu()->BeginTilt(x, y);
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input_subsystem->GetMotionEmu()->BeginTilt(x, y);
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} else {
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InputCommon::GetMotionEmu()->EndTilt();
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input_subsystem->GetMotionEmu()->EndTilt();
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}
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}
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}
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@ -79,9 +81,9 @@ void EmuWindow_SDL2::OnFingerUp() {
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void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
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if (state == SDL_PRESSED) {
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InputCommon::GetKeyboard()->PressKey(key);
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input_subsystem->GetKeyboard()->PressKey(key);
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} else if (state == SDL_RELEASED) {
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InputCommon::GetKeyboard()->ReleaseKey(key);
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input_subsystem->GetKeyboard()->ReleaseKey(key);
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}
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}
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