mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
Revert "internal/gamepaddb: fix button assignments on Android"
This reverts commit e161b28bff
.
Reason: this would break backward compatibility
Updates #2309
This commit is contained in:
parent
e161b28bff
commit
b5d755b07a
@ -545,8 +545,14 @@ public class EbitenView extends ViewGroup implements InputManager.InputDeviceLis
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return;
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}
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// Use the same number of SDL buttons. See internal/gamepaddb/sdl.go.
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int nbuttons = 15;
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boolean[] keyExistences = inputDevice.hasKeys(gamepadButtons);
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int nbuttons = 0;
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for (int i = 0; i < gamepadButtons.length; i++) {
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if (!keyExistences[i]) {
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break;
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}
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nbuttons++;
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}
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int naxes = 0;
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int nhats2 = 0;
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File diff suppressed because one or more lines are too long
@ -581,7 +581,37 @@ func Update(mappingData []byte) error {
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}
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func addAndroidDefaultMappings(id string) bool {
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// See https://github.com/libsdl-org/SDL/blob/120c76c84bbce4c1bfed4e9eb74e10678bd83120/include/SDL_gamecontroller.h#L655-L680
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const (
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SDLControllerButtonA = 0
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SDLControllerButtonB = 1
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SDLControllerButtonX = 2
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SDLControllerButtonY = 3
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SDLControllerButtonBack = 4
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SDLControllerButtonGuide = 5
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SDLControllerButtonStart = 6
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SDLControllerButtonLeftStick = 7
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SDLControllerButtonRightStick = 8
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SDLControllerButtonLeftShoulder = 9
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SDLControllerButtonRightShoulder = 10
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SDLControllerButtonDpadUp = 11
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SDLControllerButtonDpadDown = 12
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SDLControllerButtonDpadLeft = 13
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SDLControllerButtonDpadRight = 14
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)
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// See https://github.com/libsdl-org/SDL/blob/120c76c84bbce4c1bfed4e9eb74e10678bd83120/include/SDL_gamecontroller.h#L550-L560
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const (
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SDLControllerAxisLeftX = 0
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SDLControllerAxisLeftY = 1
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SDLControllerAxisRightX = 2
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SDLControllerAxisRightY = 3
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SDLControllerAxisTriggerLeft = 4
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SDLControllerAxisTriggerRight = 5
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)
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// See https://github.com/libsdl-org/SDL/blob/120c76c84bbce4c1bfed4e9eb74e10678bd83120/src/joystick/SDL_gamecontroller.c#L468-L568
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const faceButtonMask = ((1 << SDLControllerButtonA) |
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(1 << SDLControllerButtonB) |
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(1 << SDLControllerButtonX) |
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@ -1,44 +0,0 @@
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// Copyright 2022 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package gamepaddb
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// See https://github.com/libsdl-org/SDL/blob/120c76c84bbce4c1bfed4e9eb74e10678bd83120/include/SDL_gamecontroller.h#L655-L680
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const (
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SDLControllerButtonA = 0
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SDLControllerButtonB = 1
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SDLControllerButtonX = 2
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SDLControllerButtonY = 3
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SDLControllerButtonBack = 4
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SDLControllerButtonGuide = 5
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SDLControllerButtonStart = 6
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SDLControllerButtonLeftStick = 7
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SDLControllerButtonRightStick = 8
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SDLControllerButtonLeftShoulder = 9
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SDLControllerButtonRightShoulder = 10
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SDLControllerButtonDpadUp = 11
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SDLControllerButtonDpadDown = 12
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SDLControllerButtonDpadLeft = 13
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SDLControllerButtonDpadRight = 14
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)
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// See https://github.com/libsdl-org/SDL/blob/120c76c84bbce4c1bfed4e9eb74e10678bd83120/include/SDL_gamecontroller.h#L550-L560
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const (
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SDLControllerAxisLeftX = 0
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SDLControllerAxisLeftY = 1
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SDLControllerAxisRightX = 2
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SDLControllerAxisRightY = 3
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SDLControllerAxisTriggerLeft = 4
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SDLControllerAxisTriggerRight = 5
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)
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@ -21,7 +21,6 @@ import (
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"unicode"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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@ -74,18 +73,38 @@ const (
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// TODO: Can we map these values to the standard gamepad buttons?
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var androidKeyToSDLButton = map[int]int{
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keycodeButtonA: gamepaddb.SDLControllerButtonA,
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keycodeButtonB: gamepaddb.SDLControllerButtonB,
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keycodeButtonX: gamepaddb.SDLControllerButtonX,
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keycodeButtonY: gamepaddb.SDLControllerButtonY,
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keycodeButtonL1: gamepaddb.SDLControllerButtonLeftShoulder,
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keycodeButtonR1: gamepaddb.SDLControllerButtonRightShoulder,
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keycodeButtonThumbl: gamepaddb.SDLControllerButtonLeftStick,
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keycodeButtonThumbr: gamepaddb.SDLControllerButtonRightStick,
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keycodeButtonStart: gamepaddb.SDLControllerButtonStart,
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keycodeButtonSelect: gamepaddb.SDLControllerButtonBack,
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keycodeButtonMode: gamepaddb.SDLControllerButtonGuide,
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var androidKeyToGamepadButton = map[int]gamepad.Button{
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keycodeButtonA: gamepad.Button0,
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keycodeButtonB: gamepad.Button1,
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keycodeButtonC: gamepad.Button2,
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keycodeButtonX: gamepad.Button3,
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keycodeButtonY: gamepad.Button4,
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keycodeButtonZ: gamepad.Button5,
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keycodeButtonL1: gamepad.Button6,
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keycodeButtonR1: gamepad.Button7,
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keycodeButtonL2: gamepad.Button8,
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keycodeButtonR2: gamepad.Button9,
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keycodeButtonThumbl: gamepad.Button10,
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keycodeButtonThumbr: gamepad.Button11,
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keycodeButtonStart: gamepad.Button12,
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keycodeButtonSelect: gamepad.Button13,
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keycodeButtonMode: gamepad.Button14,
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keycodeButton1: gamepad.Button15,
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keycodeButton2: gamepad.Button16,
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keycodeButton3: gamepad.Button17,
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keycodeButton4: gamepad.Button18,
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keycodeButton5: gamepad.Button19,
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keycodeButton6: gamepad.Button20,
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keycodeButton7: gamepad.Button21,
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keycodeButton8: gamepad.Button22,
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keycodeButton9: gamepad.Button23,
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keycodeButton10: gamepad.Button24,
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keycodeButton11: gamepad.Button25,
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keycodeButton12: gamepad.Button26,
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keycodeButton13: gamepad.Button27,
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keycodeButton14: gamepad.Button28,
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keycodeButton15: gamepad.Button29,
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keycodeButton16: gamepad.Button30,
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}
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// Axis constant definitions for joysticks only.
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@ -124,16 +143,39 @@ const (
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axisGeneric16 = 0x0000002f
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)
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var androidAxisToSDLAxis = map[int]int{
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axisX: gamepaddb.SDLControllerAxisLeftX,
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axisY: gamepaddb.SDLControllerAxisLeftY,
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axisRx: gamepaddb.SDLControllerAxisRightX,
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axisRy: gamepaddb.SDLControllerAxisRightY,
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axisLtrigger: gamepaddb.SDLControllerAxisTriggerLeft,
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axisRtrigger: gamepaddb.SDLControllerAxisTriggerRight,
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var androidAxisIDToAxisID = map[int]int{
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axisX: 0,
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axisY: 1,
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axisZ: 2,
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axisRx: 3,
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axisRy: 4,
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axisRz: 5,
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axisLtrigger: 6,
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axisRtrigger: 7,
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axisThrottle: 8,
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axisRudder: 9,
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axisWheel: 10,
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axisGas: 11,
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axisBrake: 12,
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axisGeneric1: 13,
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axisGeneric2: 14,
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axisGeneric3: 15,
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axisGeneric4: 16,
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axisGeneric5: 17,
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axisGeneric6: 18,
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axisGeneric7: 19,
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axisGeneric8: 20,
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axisGeneric9: 21,
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axisGeneric10: 22,
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axisGeneric11: 23,
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axisGeneric12: 24,
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axisGeneric13: 25,
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axisGeneric14: 26,
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axisGeneric15: 27,
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axisGeneric16: 28,
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}
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var androidAxisToHatID2 = map[int]int{
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var androidAxisIDToHatID2 = map[int]int{
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axisHatX: 0,
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axisHatY: 1,
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}
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@ -153,8 +195,8 @@ func OnKeyDownOnAndroid(keyCode int, unicodeChar int, source int, deviceID int)
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switch {
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case source&sourceGamepad == sourceGamepad:
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// A gamepad can be detected as a keyboard. Detect the device as a gamepad first.
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if button, ok := androidKeyToSDLButton[keyCode]; ok {
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gamepad.UpdateAndroidGamepadButton(deviceID, gamepad.Button(button), true)
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if button, ok := androidKeyToGamepadButton[keyCode]; ok {
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gamepad.UpdateAndroidGamepadButton(deviceID, button, true)
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}
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case source&sourceJoystick == sourceJoystick:
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// DPAD keys can come here, but they are also treated as an axis at a motion event. Ignore them.
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@ -173,8 +215,8 @@ func OnKeyUpOnAndroid(keyCode int, source int, deviceID int) {
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switch {
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case source&sourceGamepad == sourceGamepad:
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// A gamepad can be detected as a keyboard. Detect the device as a gamepad first.
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if button, ok := androidKeyToSDLButton[keyCode]; ok {
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gamepad.UpdateAndroidGamepadButton(deviceID, gamepad.Button(button), false)
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if button, ok := androidKeyToGamepadButton[keyCode]; ok {
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gamepad.UpdateAndroidGamepadButton(deviceID, button, false)
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}
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case source&sourceJoystick == sourceJoystick:
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// DPAD keys can come here, but they are also treated as an axis at a motion event. Ignore them.
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@ -187,12 +229,12 @@ func OnKeyUpOnAndroid(keyCode int, source int, deviceID int) {
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}
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func OnGamepadAxesOrHatsChanged(deviceID int, axisID int, value float32) {
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if axis, ok := androidAxisToSDLAxis[axisID]; ok {
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if axis, ok := androidAxisIDToAxisID[axisID]; ok {
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gamepad.UpdateAndroidGamepadAxis(deviceID, axis, float64(value))
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return
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}
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if hid2, ok := androidAxisToHatID2[axisID]; ok {
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if hid2, ok := androidAxisIDToHatID2[axisID]; ok {
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const (
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hatUp = 1
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hatRight = 2
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