ebiten/mobile/ebitenmobileview/input_android.go
Hajime Hoshi 8fcee54849 mobile/ebitenmobileview: Implement Android gamepad buttons
This is still work in progress.

Updates #1083
2020-03-23 01:30:17 +09:00

204 lines
6.4 KiB
Go

// 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)
}