ebiten/mobile/ebitenmobileview/input_android.go

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// Copyright 2016 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package ebitenmobileview
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import (
"encoding/hex"
"hash/crc32"
"math"
"unicode"
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
)
// https://developer.android.com/reference/android/view/KeyEvent
const (
keycodeButtonA = 0x00000060
keycodeButtonB = 0x00000061
keycodeButtonC = 0x00000062
keycodeButtonX = 0x00000063
keycodeButtonY = 0x00000064
keycodeButtonZ = 0x00000065
keycodeButtonL1 = 0x00000066
keycodeButtonR1 = 0x00000067
keycodeButtonL2 = 0x00000068
keycodeButtonR2 = 0x00000069
keycodeButtonThumbl = 0x0000006a
keycodeButtonThumbr = 0x0000006b
keycodeButtonStart = 0x0000006c
keycodeButtonSelect = 0x0000006d
keycodeButtonMode = 0x0000006e
keycodeButton1 = 0x000000bc
keycodeButton2 = 0x000000bd
keycodeButton3 = 0x000000be
keycodeButton4 = 0x000000bf
keycodeButton5 = 0x000000c0
keycodeButton6 = 0x000000c1
keycodeButton7 = 0x000000c2
keycodeButton8 = 0x000000c3
keycodeButton9 = 0x000000c4
keycodeButton10 = 0x000000c5
keycodeButton11 = 0x000000c6
keycodeButton12 = 0x000000c7
keycodeButton13 = 0x000000c8
keycodeButton14 = 0x000000c9
keycodeButton15 = 0x000000ca
keycodeButton16 = 0x000000cb
keycodeDpadUp = 0x00000013
keycodeDpadDown = 0x00000014
keycodeDpadLeft = 0x00000015
keycodeDpadRight = 0x00000016
)
// https://developer.android.com/reference/android/view/InputDevice
const (
sourceKeyboard = 0x00000101
sourceGamepad = 0x00000401
sourceJoystick = 0x01000010
)
// TODO: Can we map these values to the standard gamepad buttons?
var androidKeyToGamepadButton = map[int]gamepad.Button{
keycodeButtonA: gamepad.Button0,
keycodeButtonB: gamepad.Button1,
keycodeButtonC: gamepad.Button2,
keycodeButtonX: gamepad.Button3,
keycodeButtonY: gamepad.Button4,
keycodeButtonZ: gamepad.Button5,
keycodeButtonL1: gamepad.Button6,
keycodeButtonR1: gamepad.Button7,
keycodeButtonL2: gamepad.Button8,
keycodeButtonR2: gamepad.Button9,
keycodeButtonThumbl: gamepad.Button10,
keycodeButtonThumbr: gamepad.Button11,
keycodeButtonStart: gamepad.Button12,
keycodeButtonSelect: gamepad.Button13,
keycodeButtonMode: gamepad.Button14,
keycodeButton1: gamepad.Button15,
keycodeButton2: gamepad.Button16,
keycodeButton3: gamepad.Button17,
keycodeButton4: gamepad.Button18,
keycodeButton5: gamepad.Button19,
keycodeButton6: gamepad.Button20,
keycodeButton7: gamepad.Button21,
keycodeButton8: gamepad.Button22,
keycodeButton9: gamepad.Button23,
keycodeButton10: gamepad.Button24,
keycodeButton11: gamepad.Button25,
keycodeButton12: gamepad.Button26,
keycodeButton13: gamepad.Button27,
keycodeButton14: gamepad.Button28,
keycodeButton15: gamepad.Button29,
keycodeButton16: gamepad.Button30,
}
// Axis constant definitions for joysticks only.
// https://developer.android.com/reference/android/view/MotionEvent
const (
axisX = 0x00000000
axisY = 0x00000001
axisZ = 0x0000000b
axisRx = 0x0000000c
axisRy = 0x0000000d
axisRz = 0x0000000e
axisHatX = 0x0000000f
axisHatY = 0x00000010
axisLtrigger = 0x00000011
axisRtrigger = 0x00000012
axisThrottle = 0x00000013
axisRudder = 0x00000014
axisWheel = 0x00000015
axisGas = 0x00000016
axisBrake = 0x00000017
axisGeneric1 = 0x00000020
axisGeneric2 = 0x00000021
axisGeneric3 = 0x00000022
axisGeneric4 = 0x00000023
axisGeneric5 = 0x00000024
axisGeneric6 = 0x00000025
axisGeneric7 = 0x00000026
axisGeneric8 = 0x00000027
axisGeneric9 = 0x00000028
axisGeneric10 = 0x00000029
axisGeneric11 = 0x0000002a
axisGeneric12 = 0x0000002b
axisGeneric13 = 0x0000002c
axisGeneric14 = 0x0000002d
axisGeneric15 = 0x0000002e
axisGeneric16 = 0x0000002f
)
var androidAxisIDToAxisID = map[int]int{
axisX: 0,
axisY: 1,
axisZ: 2,
axisRx: 3,
axisRy: 4,
axisRz: 5,
axisLtrigger: 6,
axisRtrigger: 7,
axisThrottle: 8,
axisRudder: 9,
axisWheel: 10,
axisGas: 11,
axisBrake: 12,
axisGeneric1: 13,
axisGeneric2: 14,
axisGeneric3: 15,
axisGeneric4: 16,
axisGeneric5: 17,
axisGeneric6: 18,
axisGeneric7: 19,
axisGeneric8: 20,
axisGeneric9: 21,
axisGeneric10: 22,
axisGeneric11: 23,
axisGeneric12: 24,
axisGeneric13: 25,
axisGeneric14: 26,
axisGeneric15: 27,
axisGeneric16: 28,
}
var androidAxisIDToHatID2 = map[int]int{
axisHatX: 0,
axisHatY: 1,
}
func UpdateTouchesOnAndroid(action int, id int, x, y int) {
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switch action {
case 0x00, 0x05, 0x02: // ACTION_DOWN, ACTION_POINTER_DOWN, ACTION_MOVE
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touches[ui.TouchID(id)] = position{x, y}
updateInput()
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case 0x01, 0x06: // ACTION_UP, ACTION_POINTER_UP
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delete(touches, ui.TouchID(id))
updateInput()
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}
}
func OnKeyDownOnAndroid(keyCode int, unicodeChar int, source int, deviceID int) {
switch {
case source&sourceGamepad == sourceGamepad:
// A gamepad can be detected as a keyboard. Detect the device as a gamepad first.
if button, ok := androidKeyToGamepadButton[keyCode]; ok {
gamepad.UpdateAndroidGamepadButton(deviceID, button, true)
}
case source&sourceJoystick == sourceJoystick:
// DPAD keys can come here, but they are also treated as an axis at a motion event. Ignore them.
case source&sourceKeyboard == sourceKeyboard:
if key, ok := androidKeyToUIKey[keyCode]; ok {
keys[key] = struct{}{}
if r := rune(unicodeChar); r != 0 && unicode.IsPrint(r) {
runes = []rune{r}
}
updateInput()
}
}
}
func OnKeyUpOnAndroid(keyCode int, source int, deviceID int) {
switch {
case source&sourceGamepad == sourceGamepad:
// A gamepad can be detected as a keyboard. Detect the device as a gamepad first.
if button, ok := androidKeyToGamepadButton[keyCode]; ok {
gamepad.UpdateAndroidGamepadButton(deviceID, button, false)
}
case source&sourceJoystick == sourceJoystick:
// DPAD keys can come here, but they are also treated as an axis at a motion event. Ignore them.
case source&sourceKeyboard == sourceKeyboard:
if key, ok := androidKeyToUIKey[keyCode]; ok {
delete(keys, key)
updateInput()
}
}
}
func OnGamepadAxesOrHatsChanged(deviceID int, axisID int, value float32) {
if axis, ok := androidAxisIDToAxisID[axisID]; ok {
gamepad.UpdateAndroidGamepadAxis(deviceID, axis, float64(value))
return
}
if hid2, ok := androidAxisIDToHatID2[axisID]; ok {
const (
hatUp = 1
hatRight = 2
hatDown = 4
hatLeft = 8
)
hatID := hid2 / 2
var dir gamepad.AndroidHatDirection
switch hid2 % 2 {
case 0:
dir = gamepad.AndroidHatDirectionX
case 1:
dir = gamepad.AndroidHatDirectionY
}
gamepad.UpdateAndroidGamepadHat(deviceID, hatID, dir, int(math.Round(float64(value))))
return
}
}
func OnGamepadAdded(deviceID int, name string, buttonCount int, axisCount int, hatCount int, descriptor string, vendorID int, productID int, buttonMask int, axisMask int) {
// This emulates the implementation of Android_AddJoystick.
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// https://github.com/libsdl-org/SDL/blob/0e9560aea22818884921e5e5064953257bfe7fa7/src/joystick/android/SDL_sysjoystick.c#L386
const SDL_HARDWARE_BUS_BLUETOOTH = 0x05
var sdlid [16]byte
sdlid[0] = byte(SDL_HARDWARE_BUS_BLUETOOTH)
sdlid[1] = byte(SDL_HARDWARE_BUS_BLUETOOTH >> 8)
if vendorID != 0 && productID != 0 {
sdlid[4] = byte(vendorID)
sdlid[5] = byte(vendorID >> 8)
sdlid[8] = byte(productID)
sdlid[9] = byte(productID >> 8)
} else {
crc := crc32.ChecksumIEEE(([]byte)(descriptor))
copy(sdlid[4:8], ([]byte)(descriptor))
sdlid[8] = byte(crc)
sdlid[9] = byte(crc >> 8)
sdlid[10] = byte(crc >> 16)
sdlid[11] = byte(crc >> 24)
}
sdlid[12] = byte(buttonMask)
sdlid[13] = byte(buttonMask >> 8)
sdlid[14] = byte(axisMask)
sdlid[15] = byte(axisMask >> 8)
gamepad.AddAndroidGamepad(deviceID, name, hex.EncodeToString(sdlid[:]), axisCount, buttonCount, hatCount)
}
func OnInputDeviceRemoved(deviceID int) {
gamepad.RemoveAndroidGamepad(deviceID)
}