// 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 ( "unicode" "github.com/hajimehoshi/ebiten/internal/driver" "github.com/hajimehoshi/ebiten/internal/uidriver/mobile" ) // 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 ) // https://developer.android.com/reference/android/view/InputDevice const ( sourceKeyboard = 0x00000101 sourceGamepad = 0x00000401 sourceJoystick = 0x01000010 ) var androidKeyToGamepadButton = map[int]driver.GamepadButton{ keycodeButtonA: driver.GamepadButton0, keycodeButtonB: driver.GamepadButton1, keycodeButtonC: driver.GamepadButton2, keycodeButtonX: driver.GamepadButton3, keycodeButtonY: driver.GamepadButton4, keycodeButtonZ: driver.GamepadButton5, keycodeButtonL1: driver.GamepadButton6, keycodeButtonR1: driver.GamepadButton7, keycodeButtonL2: driver.GamepadButton8, keycodeButtonR2: driver.GamepadButton9, keycodeButtonThumbl: driver.GamepadButton10, keycodeButtonThumbr: driver.GamepadButton11, keycodeButtonStart: driver.GamepadButton12, keycodeButtonSelect: driver.GamepadButton13, keycodeButtonMode: driver.GamepadButton14, keycodeButton1: driver.GamepadButton15, keycodeButton2: driver.GamepadButton16, keycodeButton3: driver.GamepadButton17, keycodeButton4: driver.GamepadButton18, keycodeButton5: driver.GamepadButton19, keycodeButton6: driver.GamepadButton20, keycodeButton7: driver.GamepadButton21, keycodeButton8: driver.GamepadButton22, keycodeButton9: driver.GamepadButton23, keycodeButton10: driver.GamepadButton24, keycodeButton11: driver.GamepadButton25, keycodeButton12: driver.GamepadButton26, keycodeButton13: driver.GamepadButton27, keycodeButton14: driver.GamepadButton28, keycodeButton15: driver.GamepadButton29, keycodeButton16: driver.GamepadButton30, } var ( // deviceIDToGamepadID is a map from Android device IDs to Ebiten gamepad IDs. // As convention, Ebiten gamepad IDs start with 0, and many applications depend on this fact. deviceIDToGamepadID = map[int]int{} ) func gamepadIDFromDeviceID(deviceID int) int { if id, ok := deviceIDToGamepadID[deviceID]; ok { return id } ids := map[int]struct{}{} for _, id := range deviceIDToGamepadID { ids[id] = struct{}{} } for i := 0; ; i++ { if _, ok := ids[i]; ok { continue } deviceIDToGamepadID[deviceID] = i return i } panic("ebitenmobileview: a gamepad ID cannot be determined") } func UpdateTouchesOnAndroid(action int, id int, x, y int) { switch action { case 0x00, 0x05, 0x02: // ACTION_DOWN, ACTION_POINTER_DOWN, ACTION_MOVE touches[id] = position{x, y} updateInput() case 0x01, 0x06: // ACTION_UP, ACTION_POINTER_UP delete(touches, id) updateInput() } } // UpdateTouchesOnIOS is a dummy function for backward compatibility. // UpdateTouchesOnIOS is called from ebiten/mobile package. func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) { panic("ebitenmobileview: updateTouchesOnIOSImpl must not be called on Android") } 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 { id := gamepadIDFromDeviceID(deviceID) if _, ok := gamepads[id]; !ok { // Can this happen? gamepads[id] = &mobile.Gamepad{} } gamepads[id].Buttons[button] = true updateInput() } case source&sourceJoystick == sourceJoystick: // TODO: Handle DPAD keys case source&sourceKeyboard == sourceKeyboard: if key, ok := androidKeyToDriverKey[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 { id := gamepadIDFromDeviceID(deviceID) if _, ok := gamepads[id]; !ok { // Can this happen? gamepads[id] = &mobile.Gamepad{} } gamepads[id].Buttons[button] = false updateInput() } case source&sourceJoystick == sourceJoystick: // TODO: Handle DPAD keys case source&sourceKeyboard == sourceKeyboard: if key, ok := androidKeyToDriverKey[keyCode]; ok { delete(keys, key) updateInput() } } } func OnGamepadAdded(deviceID int, name string, buttonNum int) { id := gamepadIDFromDeviceID(deviceID) gamepads[id] = &mobile.Gamepad{ ID: id, SDLID: "", // TODO: Implement this Name: name, ButtonNum: buttonNum, } } func OnGamepadRemoved(deviceID int) { id := gamepadIDFromDeviceID(deviceID) delete(gamepads, id) }