// 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 import ( "encoding/hex" "hash/crc32" "math" "unicode" "github.com/hajimehoshi/ebiten/v2/internal/gamepad" "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) { switch action { case 0x00, 0x05, 0x02: // ACTION_DOWN, ACTION_POINTER_DOWN, ACTION_MOVE touches[ui.TouchID(id)] = position{x, y} updateInput() case 0x01, 0x06: // ACTION_UP, ACTION_POINTER_UP delete(touches, ui.TouchID(id)) updateInput() } } 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. // 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) }