Reviewed latest commit for Android gamepad support
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6 changed files with 83 additions and 90 deletions
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@ -241,23 +241,23 @@
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#define GAMEPAD_XBOX_BUTTON_LEFT 13
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#define GAMEPAD_XBOX_BUTTON_HOME 8
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// 8BitDo Gamepad SNES CLASSIC
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#define GAMEPAD_SNES_DPAD_UP 19
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#define GAMEPAD_SNES_DPAD_DOWN 20
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#define GAMEPAD_SNES_DPAD_LEFT 21
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#define GAMEPAD_SNES_DPAD_RIGHT 22
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#define GAMEPAD_SNES_DPAD_CENTER 23
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// Android Gamepad Controller (SNES CLASSIC)
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#define GAMEPAD_ANDROID_DPAD_UP 19
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#define GAMEPAD_ANDROID_DPAD_DOWN 20
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#define GAMEPAD_ANDROID_DPAD_LEFT 21
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#define GAMEPAD_ANDROID_DPAD_RIGHT 22
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#define GAMEPAD_ANDROID_DPAD_CENTER 23
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#define GAMEPAD_SNES_BUTTON_A 96
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#define GAMEPAD_SNES_BUTTON_B 97
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#define GAMEPAD_SNES_BUTTON_C 98
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#define GAMEPAD_SNES_BUTTON_X 99
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#define GAMEPAD_SNES_BUTTON_Y 100
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#define GAMEPAD_SNES_BUTTON_Z 101
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#define GAMEPAD_SNES_BUTTON_L1 102
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#define GAMEPAD_SNES_BUTTON_R1 103
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#define GAMEPAD_SNES_BUTTON_L2 104
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#define GAMEPAD_SNES_BUTTON_R2 105
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#define GAMEPAD_ANDROID_BUTTON_A 96
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#define GAMEPAD_ANDROID_BUTTON_B 97
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#define GAMEPAD_ANDROID_BUTTON_C 98
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#define GAMEPAD_ANDROID_BUTTON_X 99
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#define GAMEPAD_ANDROID_BUTTON_Y 100
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#define GAMEPAD_ANDROID_BUTTON_Z 101
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#define GAMEPAD_ANDROID_BUTTON_L1 102
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#define GAMEPAD_ANDROID_BUTTON_R1 103
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#define GAMEPAD_ANDROID_BUTTON_L2 104
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#define GAMEPAD_ANDROID_BUTTON_R2 105
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// Xbox360 USB Controller Axis
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// NOTE: For Raspberry Pi, axis must be reconfigured
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52
src/Makefile
52
src/Makefile
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@ -170,13 +170,22 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
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endif
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ifeq ($(PLATFORM),PLATFORM_ANDROID)
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# Android required path variables
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ANDROID_NDK = C:/android-ndk
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ANDROID_TOOLCHAIN = C:/android_toolchain_arm64_api21
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# Android architecture: ARM64
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# Starting at 2019 using ARM64 is mandatory for published apps
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ANDROID_ARCH ?= ARM64
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# Android required path variables
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# NOTE: Android NDK is just required to generate the standalone toolchain,
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# in case is not already provided
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ANDROID_NDK = C:/android-ndk
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# Android standalone toolchain path
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ifeq ($(ANDROID_ARCH),ARM64)
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ANDROID_TOOLCHAIN = C:/android_toolchain_arm64_api21
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endif
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ifeq ($(ANDROID_ARCH),ARM)
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ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api21
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endif
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endif
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# RAYLIB_RELEASE_PATH points to provided binaries or your immediate build of raylib.
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@ -233,9 +242,10 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
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GRAPHICS = GRAPHICS_API_OPENGL_ES2
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endif
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# Define default C compiler: gcc
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# Define default C compiler and archiver to pack library
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# NOTE: define g++ compiler if using C++
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CC = gcc
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AR = ar
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),OSX)
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@ -253,6 +263,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
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# Define RPI cross-compiler
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#CC = armv6j-hardfloat-linux-gnueabi-gcc
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CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
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AR = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-ar
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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@ -263,33 +274,15 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
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# Android toolchain (must be provided for desired architecture and compiler)
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ifeq ($(ANDROID_ARCH),ARM64)
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CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
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endif
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ifeq ($(ANDROID_ARCH),ARM)
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CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
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endif
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endif
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# Default archiver program to pack libraries
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AR = ar
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ifeq ($(PLATFORM),PLATFORM_RPI)
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ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
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# Define RPI cross-archiver
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#CC = armv6j-hardfloat-linux-gnueabi-gcc
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AR = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-ar
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endif
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endif
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# Android archiver (also depends on desired architecture)
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ifeq ($(PLATFORM),PLATFORM_ANDROID)
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ifeq ($(ANDROID_ARCH),ARM64)
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AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
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endif
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ifeq ($(ANDROID_ARCH),ARM)
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CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
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AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
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endif
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endif
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# Define compiler flags:
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# -O1 defines optimization level
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# -g enable debugging
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@ -327,11 +320,11 @@ endif
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ifeq ($(PLATFORM),PLATFORM_ANDROID)
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# Compiler flags for arquitecture (only ARM, not ARM64)
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ifeq ($(ANDROID_ARCH),ARM64)
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CFLAGS += -target aarch64 -mfix-cortex-a53-835769
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endif
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CFLAGS += -target aarch64 -mfix-cortex-a53-835769
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endif
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ifeq ($(ANDROID_ARCH),ARM)
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CFLAGS += -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
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endif
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CFLAGS += -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
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endif
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# Compilation functions attributes options
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CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIE -fPIC
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# Compiler options for the linker
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@ -552,6 +545,7 @@ stb_vorbis.o: external/stb_vorbis.c external/stb_vorbis.h
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utils.o : utils.c utils.h
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$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
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# Install generated and needed files to desired directories.
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# On GNU/Linux and BSDs, there are some standard directories that contain extra
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# libraries and header files. These directories (often /usr/local/lib and
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57
src/core.c
57
src/core.c
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@ -3099,14 +3099,17 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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//AMotionEvent_getAxisValue()
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//AMotionEvent_getButtonState()
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// This is all it takes to capture gamepad dpad button presses
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// Gamepad dpad button presses capturing
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// TODO: That's weird, key input (or button)
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// shouldn't come as a TYPE_MOTION event...
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int32_t keycode = AKeyEvent_getKeyCode(event);
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if (AKeyEvent_getAction(event) == 0)
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if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
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{
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currentKeyState[keycode] = 1; // Key down
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lastKeyPressed = keycode;
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}
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else currentKeyState[keycode] = 0; // Key up
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}
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else if (type == AINPUT_EVENT_TYPE_KEY)
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{
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// Save current button and its state
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// NOTE: Android key action is 0 for down and 1 for up
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if (AKeyEvent_getAction(event) == 0)
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if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
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{
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currentKeyState[keycode] = 1; // Key down
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currentKeyState[keycode] = 1; // Key down
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lastKeyPressed = keycode;
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}
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else currentKeyState[keycode] = 0; // Key up
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@ -3146,14 +3149,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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int32_t action = AMotionEvent_getAction(event);
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unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
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#if defined(SUPPORT_GESTURES_SYSTEM)
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// @Completeness: Fix this so that gamepad does not cause this to crash
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// If actions is not caputred in the above, then it may not be a gesture at all.
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// If we do not end here, when we reach getPointerId there is a high likelyhood of crashing
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return 0;
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GestureEvent gestureEvent;
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// Register touch actions
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@ -3162,29 +3158,32 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
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// Register touch points count
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// NOTE: Documentation says pointerCount is Always >= 1,
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// but in practice it can be 0 or over a million
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gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
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// Documentation says pointerCount is Always >= 1.
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// But in practice it can be 0 or over a million
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// Register touch points id
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// Register touch points position
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// NOTE: Only two points registered
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// @Fix: This is where the break happens for dpads
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gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
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gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
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// Only enable gestures for 1-3 touch points
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if ((gestureEvent.pointCount > 0) && (gestureEvent.pointCount < 4))
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{
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// Register touch points id
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// NOTE: Only two points registered
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gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
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gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
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gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
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gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
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// Register touch points position
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gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
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gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
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// Normalize gestureEvent.position[x] for screenWidth and screenHeight
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gestureEvent.position[0].x /= (float)GetScreenWidth();
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gestureEvent.position[1].x /= (float)GetScreenWidth();
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gestureEvent.position[0].y /= (float)GetScreenHeight();
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gestureEvent.position[1].y /= (float)GetScreenHeight();
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// Normalize gestureEvent.position[x] for screenWidth and screenHeight
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gestureEvent.position[0].x /= (float)GetScreenWidth();
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gestureEvent.position[0].y /= (float)GetScreenHeight();
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gestureEvent.position[1].x /= (float)GetScreenWidth();
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gestureEvent.position[1].y /= (float)GetScreenHeight();
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// Gesture data is sent to gestures system for processing
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ProcessGestureEvent(gestureEvent);
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// Gesture data is sent to gestures system for processing
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ProcessGestureEvent(gestureEvent);
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}
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#else
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// Support only simple touch position
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32
src/raylib.h
32
src/raylib.h
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#define GAMEPAD_XBOX_BUTTON_LEFT 13
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#define GAMEPAD_XBOX_BUTTON_HOME 8
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// 8BitDo Gamepad SNES CLASSIC
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#define GAMEPAD_SNES_DPAD_UP 19
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#define GAMEPAD_SNES_DPAD_DOWN 20
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#define GAMEPAD_SNES_DPAD_LEFT 21
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#define GAMEPAD_SNES_DPAD_RIGHT 22
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#define GAMEPAD_SNES_DPAD_CENTER 23
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// Android Gamepad Controller (SNES CLASSIC)
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#define GAMEPAD_ANDROID_DPAD_UP 19
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#define GAMEPAD_ANDROID_DPAD_DOWN 20
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#define GAMEPAD_ANDROID_DPAD_LEFT 21
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#define GAMEPAD_ANDROID_DPAD_RIGHT 22
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#define GAMEPAD_ANDROID_DPAD_CENTER 23
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#define GAMEPAD_SNES_BUTTON_A 96
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#define GAMEPAD_SNES_BUTTON_B 97
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#define GAMEPAD_SNES_BUTTON_C 98
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#define GAMEPAD_SNES_BUTTON_X 99
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#define GAMEPAD_SNES_BUTTON_Y 100
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#define GAMEPAD_SNES_BUTTON_Z 101
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#define GAMEPAD_SNES_BUTTON_L1 102
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#define GAMEPAD_SNES_BUTTON_R1 103
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#define GAMEPAD_SNES_BUTTON_L2 104
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#define GAMEPAD_SNES_BUTTON_R2 105
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#define GAMEPAD_ANDROID_BUTTON_A 96
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#define GAMEPAD_ANDROID_BUTTON_B 97
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#define GAMEPAD_ANDROID_BUTTON_C 98
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#define GAMEPAD_ANDROID_BUTTON_X 99
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#define GAMEPAD_ANDROID_BUTTON_Y 100
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#define GAMEPAD_ANDROID_BUTTON_Z 101
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#define GAMEPAD_ANDROID_BUTTON_L1 102
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#define GAMEPAD_ANDROID_BUTTON_R1 103
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#define GAMEPAD_ANDROID_BUTTON_L2 104
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#define GAMEPAD_ANDROID_BUTTON_R2 105
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// Xbox360 USB Controller Axis
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// NOTE: For Raspberry Pi, axis must be reconfigured
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