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using Ryujinx.Common.Configuration;
using Ryujinx.Input;
using System;
using System.Diagnostics;
using System.Drawing;
using System.Numerics;
using System.Runtime.CompilerServices;
using static SDL2.SDL;
namespace Ryujinx.Headless.SDL2
{
class SDL2MouseDriver : IGamepadDriver
{
private const int CursorHideIdleTime = 5; // seconds
private bool _isDisposed;
private HideCursorMode _hideCursorMode;
private bool _isHidden;
private long _lastCursorMoveTime;
public bool[] PressedButtons { get; }
public Vector2 CurrentPosition { get; private set; }
public Vector2 Scroll { get; private set; }
public Size _clientSize;
public SDL2MouseDriver(HideCursorMode hideCursorMode)
{
PressedButtons = new bool[(int)MouseButton.Count];
_hideCursorMode = hideCursorMode;
if (_hideCursorMode == HideCursorMode.Always)
{
SDL_ShowCursor(SDL_DISABLE);
_isHidden = true;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static MouseButton DriverButtonToMouseButton(uint rawButton)
{
Debug.Assert(rawButton > 0 && rawButton <= (int)MouseButton.Count);
return (MouseButton)(rawButton - 1);
}
public void UpdatePosition()
{
SDL_GetMouseState(out int posX, out int posY);
Vector2 position = new(posX, posY);
if (CurrentPosition != position)
{
CurrentPosition = position;
_lastCursorMoveTime = Stopwatch.GetTimestamp();
}
CheckIdle();
}
private void CheckIdle()
{
if (_hideCursorMode != HideCursorMode.OnIdle)
{
return;
}
long cursorMoveDelta = Stopwatch.GetTimestamp() - _lastCursorMoveTime;
if (cursorMoveDelta >= CursorHideIdleTime * Stopwatch.Frequency)
{
if (!_isHidden)
{
SDL_ShowCursor(SDL_DISABLE);
_isHidden = true;
}
}
else
{
if (_isHidden)
{
SDL_ShowCursor(SDL_ENABLE);
_isHidden = false;
}
}
}
public void Update(SDL_Event evnt)
{
switch (evnt.type)
{
case SDL_EventType.SDL_MOUSEBUTTONDOWN:
case SDL_EventType.SDL_MOUSEBUTTONUP:
uint rawButton = evnt.button.button;
if (rawButton > 0 && rawButton <= (int)MouseButton.Count)
{
PressedButtons[(int)DriverButtonToMouseButton(rawButton)] = evnt.type == SDL_EventType.SDL_MOUSEBUTTONDOWN;
CurrentPosition = new Vector2(evnt.button.x, evnt.button.y);
}
break;
// NOTE: On Linux using Wayland mouse motion events won't be received at all.
case SDL_EventType.SDL_MOUSEMOTION:
CurrentPosition = new Vector2(evnt.motion.x, evnt.motion.y);
_lastCursorMoveTime = Stopwatch.GetTimestamp();
break;
case SDL_EventType.SDL_MOUSEWHEEL:
Scroll = new Vector2(evnt.wheel.x, evnt.wheel.y);
break;
}
}
public void SetClientSize(int width, int height)
{
_clientSize = new Size(width, height);
}
public bool IsButtonPressed(MouseButton button)
{
return PressedButtons[(int)button];
}
public Size GetClientSize()
{
return _clientSize;
}
public string DriverName => "SDL2";
public event Action<string> OnGamepadConnected
{
add { }
remove { }
}
public event Action<string> OnGamepadDisconnected
{
add { }
remove { }
}
public ReadOnlySpan<string> GamepadsIds => new[] { "0" };
public IGamepad GetGamepad(string id)
{
return new SDL2Mouse(this);
}
public void Dispose()
{
if (_isDisposed)
{
return;
}
_isDisposed = true;
}
}
}
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