Ryujinx/Ryujinx.Input/IMouse.cs
emmauss 77aab9aca3
Add Direct Mouse Support (#2374)
* and direct mouse support

* and direct mouse support

* hide cursor if mouse enabled

* add config

* update docs

* sorted usings
2021-06-24 02:09:08 +02:00

104 lines
3.4 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 mouse scroll delta.
/// </summary>
Vector2 GetScroll();
/// <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)
{
bool[] buttons = new bool[(int)MouseButton.Count];
mouse.Buttons.CopyTo(buttons, 0);
return new MouseStateSnapshot(buttons, mouse.GetPosition(), mouse.GetScroll());
}
/// <summary>
/// Get the position of a mouse on screen 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 GetScreenPosition(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();
}
}
}