Reviewed latest commit for Android gamepad support

This commit is contained in:
raysan5
2018-07-07 10:15:19 +02:00
parent 50088bf49b
commit c6d188a09a
6 changed files with 83 additions and 90 deletions

View File

@@ -3099,14 +3099,17 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
//AMotionEvent_getAxisValue()
//AMotionEvent_getButtonState()
// This is all it takes to capture gamepad dpad button presses
// Gamepad dpad button presses capturing
// TODO: That's weird, key input (or button)
// shouldn't come as a TYPE_MOTION event...
int32_t keycode = AKeyEvent_getKeyCode(event);
if (AKeyEvent_getAction(event) == 0)
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
{
currentKeyState[keycode] = 1; // Key down
lastKeyPressed = keycode;
}
else currentKeyState[keycode] = 0; // Key up
}
else if (type == AINPUT_EVENT_TYPE_KEY)
{
@@ -3115,9 +3118,9 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
// Save current button and its state
// NOTE: Android key action is 0 for down and 1 for up
if (AKeyEvent_getAction(event) == 0)
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
{
currentKeyState[keycode] = 1; // Key down
currentKeyState[keycode] = 1; // Key down
lastKeyPressed = keycode;
}
else currentKeyState[keycode] = 0; // Key up
@@ -3146,14 +3149,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
int32_t action = AMotionEvent_getAction(event);
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
#if defined(SUPPORT_GESTURES_SYSTEM)
// @Completeness: Fix this so that gamepad does not cause this to crash
// If actions is not caputred in the above, then it may not be a gesture at all.
// If we do not end here, when we reach getPointerId there is a high likelyhood of crashing
return 0;
GestureEvent gestureEvent;
// Register touch actions
@@ -3162,29 +3158,32 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
// Register touch points count
// NOTE: Documentation says pointerCount is Always >= 1,
// but in practice it can be 0 or over a million
gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
// Documentation says pointerCount is Always >= 1.
// But in practice it can be 0 or over a million
// Register touch points id
// Register touch points position
// NOTE: Only two points registered
// @Fix: This is where the break happens for dpads
gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
// Only enable gestures for 1-3 touch points
if ((gestureEvent.pointCount > 0) && (gestureEvent.pointCount < 4))
{
// Register touch points id
// NOTE: Only two points registered
gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
// Register touch points position
gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[1].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
gestureEvent.position[1].y /= (float)GetScreenHeight();
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
gestureEvent.position[1].x /= (float)GetScreenWidth();
gestureEvent.position[1].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
}
#else
// Support only simple touch position