[rcore_android] Restore face-button input on Android gamepads (#5824)

The KEYBOARD-source veto added in #5439 drops face-button key
events that arrive with both AINPUT_SOURCE_KEYBOARD and
AINPUT_SOURCE_GAMEPAD set on the source bitmask. Confirmed
reproducible on GameSir X2 Type-C and 8BitDo Ultimate Bluetooth,
both reporting source 0x501 on every face-button key event.

This source-bit pattern is general AOSP behaviour since Android
3.2 (commit 6f2fba4 in frameworks/base, Feb 2011): EventHub adds
InputDeviceClass::KEYBOARD to any device whose evdev keyBitmask
claims gamepad buttons (BTN_JOYSTICK..BTN_DIGI), and
KeyboardInputMapper::getEventSource stamps the resulting
KEYBOARD|GAMEPAD source on every outgoing key event.

Use AndroidTranslateGamepadButton(keycode) as the discriminator
instead. Recognised gamepad keycodes route to the gamepad path;
unknown keycodes fall through to the keyboard handler.

Assisted-by: Claude:claude-opus-4-7
This commit is contained in:
Tubbles
2026-05-10 19:20:35 +02:00
committed by GitHub
parent ae315eecb9
commit a005a044da

View File

@@ -1273,27 +1273,28 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
int32_t keycode = AKeyEvent_getKeyCode(event);
//int32_t AKeyEvent_getMetaState(event);
// Handle gamepad button presses and releases
// NOTE: Skip gamepad handling if this is a keyboard event, as some devices
// report both AINPUT_SOURCE_KEYBOARD and AINPUT_SOURCE_GAMEPAD flags
if ((FLAG_IS_SET(source, AINPUT_SOURCE_JOYSTICK) ||
FLAG_IS_SET(source, AINPUT_SOURCE_GAMEPAD)) &&
!FLAG_IS_SET(source, AINPUT_SOURCE_KEYBOARD))
// Handle gamepad button presses and releases. AOSP stamps the
// KEYBOARD source bit on every key event from a gamepad, so
// discriminate on the keycode rather than gating on source bits.
if (FLAG_IS_SET(source, AINPUT_SOURCE_JOYSTICK) ||
FLAG_IS_SET(source, AINPUT_SOURCE_GAMEPAD))
{
// Assuming a single gamepad, "detected" on its input event
CORE.Input.Gamepad.ready[0] = true;
GamepadButton button = AndroidTranslateGamepadButton(keycode);
if (button == GAMEPAD_BUTTON_UNKNOWN) return 1;
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
if (button != GAMEPAD_BUTTON_UNKNOWN)
{
CORE.Input.Gamepad.currentButtonState[0][button] = 1;
}
else CORE.Input.Gamepad.currentButtonState[0][button] = 0; // Key up
// Assuming a single gamepad, "detected" on its input event
CORE.Input.Gamepad.ready[0] = true;
return 1; // Handled gamepad button
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
{
CORE.Input.Gamepad.currentButtonState[0][button] = 1;
}
else CORE.Input.Gamepad.currentButtonState[0][button] = 0; // Key up
return 1; // Handled gamepad button
}
// Unknown keycode: fall through to the keyboard handler below.
}
KeyboardKey key = ((keycode > 0) && (keycode < KEYCODE_MAP_SIZE))? mapKeycode[keycode] : KEY_NULL;