mirror of
https://github.com/hajimehoshi/ebiten.git
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1a9bff390d
Note that this is a theoretical bug - I do not have a keyboard I can reproduce this. However, if I remove a key from genkeys.go, pressing that key will, after this change, still emit its character to AppendInputChars. Thus, this better supports "odd" international keyboards. Also, make the updateInput calls more consistent - always one call per event. This should change no behavior, but should be more debuggable. Closes #2684
211 lines
7.2 KiB
Go
211 lines
7.2 KiB
Go
// Copyright 2016 Hajime Hoshi
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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 ebitenmobileview
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import (
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"encoding/hex"
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"hash/crc32"
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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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// https://developer.android.com/reference/android/view/KeyEvent
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const (
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keycodeButtonA = 0x00000060
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keycodeButtonB = 0x00000061
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keycodeButtonC = 0x00000062
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keycodeButtonX = 0x00000063
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keycodeButtonY = 0x00000064
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keycodeButtonZ = 0x00000065
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keycodeButtonL1 = 0x00000066
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keycodeButtonR1 = 0x00000067
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keycodeButtonL2 = 0x00000068
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keycodeButtonR2 = 0x00000069
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keycodeButtonThumbl = 0x0000006a
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keycodeButtonThumbr = 0x0000006b
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keycodeButtonStart = 0x0000006c
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keycodeButtonSelect = 0x0000006d
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keycodeButtonMode = 0x0000006e
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keycodeButton1 = 0x000000bc
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keycodeButton2 = 0x000000bd
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keycodeButton3 = 0x000000be
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keycodeButton4 = 0x000000bf
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keycodeButton5 = 0x000000c0
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keycodeButton6 = 0x000000c1
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keycodeButton7 = 0x000000c2
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keycodeButton8 = 0x000000c3
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keycodeButton9 = 0x000000c4
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keycodeButton10 = 0x000000c5
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keycodeButton11 = 0x000000c6
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keycodeButton12 = 0x000000c7
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keycodeButton13 = 0x000000c8
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keycodeButton14 = 0x000000c9
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keycodeButton15 = 0x000000ca
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keycodeButton16 = 0x000000cb
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keycodeDpadUp = 0x00000013
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keycodeDpadDown = 0x00000014
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keycodeDpadLeft = 0x00000015
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keycodeDpadRight = 0x00000016
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keycodeDpadCenter = 0x00000017
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keycodeBack = 0x00000004
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keycodeMenu = 0x00000052
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)
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// https://developer.android.com/reference/android/view/InputDevice
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const (
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sourceKeyboard = 0x00000101
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sourceGamepad = 0x00000401
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sourceJoystick = 0x01000010
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)
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// See https://github.com/libsdl-org/SDL/blob/47f2373dc13b66c48bf4024fcdab53cd0bdd59bb/src/joystick/android/SDL_sysjoystick.c#L71-L172
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// TODO: This exceeds gamepad.SDLControllerButtonMax. Is that OK?
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var androidKeyToSDL = 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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keycodeMenu: gamepaddb.SDLControllerButtonStart,
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keycodeButtonStart: gamepaddb.SDLControllerButtonStart,
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keycodeBack: gamepaddb.SDLControllerButtonBack,
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keycodeButtonSelect: gamepaddb.SDLControllerButtonBack,
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keycodeButtonMode: gamepaddb.SDLControllerButtonGuide,
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keycodeButtonL2: 15,
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keycodeButtonR2: 16,
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keycodeButtonC: 17,
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keycodeButtonZ: 18,
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keycodeDpadUp: gamepaddb.SDLControllerButtonDpadUp,
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keycodeDpadDown: gamepaddb.SDLControllerButtonDpadDown,
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keycodeDpadLeft: gamepaddb.SDLControllerButtonDpadLeft,
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keycodeDpadRight: gamepaddb.SDLControllerButtonDpadRight,
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keycodeDpadCenter: gamepaddb.SDLControllerButtonA,
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keycodeButton1: 20,
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keycodeButton2: 21,
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keycodeButton3: 22,
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keycodeButton4: 23,
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keycodeButton5: 24,
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keycodeButton6: 25,
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keycodeButton7: 26,
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keycodeButton8: 27,
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keycodeButton9: 28,
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keycodeButton10: 29,
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keycodeButton11: 30,
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keycodeButton12: 31,
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keycodeButton13: 32,
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keycodeButton14: 33,
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keycodeButton15: 34,
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keycodeButton16: 35,
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}
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func UpdateTouchesOnAndroid(action int, id int, x, y int) {
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switch action {
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case 0x00, 0x05, 0x02: // ACTION_DOWN, ACTION_POINTER_DOWN, ACTION_MOVE
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touches[ui.TouchID(id)] = position{x, y}
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updateInput(nil)
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case 0x01, 0x06: // ACTION_UP, ACTION_POINTER_UP
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delete(touches, ui.TouchID(id))
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updateInput(nil)
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}
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}
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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 := androidKeyToSDL[keyCode]; ok {
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gamepad.UpdateAndroidGamepadButton(deviceID, gamepad.Button(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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case source&sourceKeyboard == sourceKeyboard:
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if key, ok := androidKeyToUIKey[keyCode]; ok {
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keys[key] = struct{}{}
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}
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var runes []rune
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if r := rune(unicodeChar); r != 0 && unicode.IsPrint(r) {
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runes = []rune{r}
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}
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updateInput(runes)
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}
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}
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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 := androidKeyToSDL[keyCode]; ok {
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gamepad.UpdateAndroidGamepadButton(deviceID, gamepad.Button(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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case source&sourceKeyboard == sourceKeyboard:
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if key, ok := androidKeyToUIKey[keyCode]; ok {
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delete(keys, key)
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}
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updateInput(nil)
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}
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}
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func OnGamepadAxisChanged(deviceID int, axisID int, value float32) {
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gamepad.UpdateAndroidGamepadAxis(deviceID, axisID, float64(value))
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}
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func OnGamepadHatChanged(deviceID int, hatID int, xValue, yValue int) {
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gamepad.UpdateAndroidGamepadHat(deviceID, hatID, xValue, yValue)
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}
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func OnGamepadAdded(deviceID int, name string, axisCount int, hatCount int, descriptor string, vendorID int, productID int, buttonMask int, axisMask int) {
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// 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
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const SDL_HARDWARE_BUS_BLUETOOTH = 0x05
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var sdlid [16]byte
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sdlid[0] = byte(SDL_HARDWARE_BUS_BLUETOOTH)
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sdlid[1] = byte(SDL_HARDWARE_BUS_BLUETOOTH >> 8)
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if vendorID != 0 && productID != 0 {
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sdlid[4] = byte(vendorID)
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sdlid[5] = byte(vendorID >> 8)
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sdlid[8] = byte(productID)
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sdlid[9] = byte(productID >> 8)
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} else {
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crc := crc32.ChecksumIEEE(([]byte)(descriptor))
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copy(sdlid[4:8], ([]byte)(descriptor))
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sdlid[8] = byte(crc)
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sdlid[9] = byte(crc >> 8)
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sdlid[10] = byte(crc >> 16)
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sdlid[11] = byte(crc >> 24)
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}
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sdlid[12] = byte(buttonMask)
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sdlid[13] = byte(buttonMask >> 8)
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sdlid[14] = byte(axisMask)
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sdlid[15] = byte(axisMask >> 8)
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gamepad.AddAndroidGamepad(deviceID, name, hex.EncodeToString(sdlid[:]), axisCount, hatCount)
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}
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func OnInputDeviceRemoved(deviceID int) {
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gamepad.RemoveAndroidGamepad(deviceID)
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}
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