Fixed Bugs & Joypad in Android

================================

-resolved many graphical glitches with multiple lights in GLES2 render
-fixes and WIP apk expansion
-joystick support for Android by Ariel
This commit is contained in:
Juan Linietsky 2014-07-02 00:09:36 -03:00
parent 77a15e2a3e
commit e9da61411a
8 changed files with 359 additions and 14 deletions

View file

@ -498,6 +498,7 @@ public class Godot extends Activity implements SensorEventListener
@Override public void onBackPressed() {
System.out.printf("** BACK REQUEST!\n");
GodotLib.quit();
}

View file

@ -52,6 +52,8 @@ public class GodotLib {
public static native void touch(int what,int pointer,int howmany, int[] arr);
public static native void accelerometer(float x, float y, float z);
public static native void key(int p_scancode, int p_unicode_char, boolean p_pressed);
public static native void joybutton(int p_device, int p_but, boolean p_pressed);
public static native void joyaxis(int p_device, int p_axis, float p_value);
public static native void focusin();
public static native void focusout();
public static native void audio();

View file

@ -35,6 +35,7 @@ import android.util.Log;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.content.ContextWrapper;
import android.view.InputDevice;
import java.io.File;
import javax.microedition.khronos.egl.EGL10;
@ -99,22 +100,251 @@ public class GodotView extends GLSurfaceView {
return activity.gotTouchEvent(event);
};
public int get_godot_button(int keyCode) {
int button = 0;
switch (keyCode) {
case KeyEvent.KEYCODE_BUTTON_A: // Android A is SNES B
button = 0;
break;
case KeyEvent.KEYCODE_BUTTON_B:
button = 1;
break;
case KeyEvent.KEYCODE_BUTTON_X: // Android X is SNES Y
button = 2;
break;
case KeyEvent.KEYCODE_BUTTON_Y:
button = 3;
break;
case KeyEvent.KEYCODE_BUTTON_L1:
button = 4;
break;
case KeyEvent.KEYCODE_BUTTON_L2:
button = 6;
break;
case KeyEvent.KEYCODE_BUTTON_R1:
button = 5;
break;
case KeyEvent.KEYCODE_BUTTON_R2:
button = 7;
break;
case KeyEvent.KEYCODE_BUTTON_SELECT:
button = 10;
break;
case KeyEvent.KEYCODE_BUTTON_START:
button = 11;
break;
case KeyEvent.KEYCODE_BUTTON_THUMBL:
button = 8;
break;
case KeyEvent.KEYCODE_BUTTON_THUMBR:
button = 9;
break;
case KeyEvent.KEYCODE_DPAD_UP:
button = 12;
break;
case KeyEvent.KEYCODE_DPAD_DOWN:
button = 13;
break;
case KeyEvent.KEYCODE_DPAD_LEFT:
button = 14;
break;
case KeyEvent.KEYCODE_DPAD_RIGHT:
button = 15;
break;
default:
button = keyCode - KeyEvent.KEYCODE_BUTTON_1;
break;
};
return button;
};
@Override public boolean onKeyUp(int keyCode, KeyEvent event) {
GodotLib.key(keyCode, event.getUnicodeChar(0), false);
if (keyCode == KeyEvent.KEYCODE_BACK) {
return true;
}
if (keyCode == KeyEvent.KEYCODE_VOLUME_UP || keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
return super.onKeyUp(keyCode, event);
};
int source = event.getSource();
if ((source & InputDevice.SOURCE_JOYSTICK) != 0 || (source & InputDevice.SOURCE_DPAD) != 0 || (source & InputDevice.SOURCE_GAMEPAD) != 0) {
int button = get_godot_button(keyCode);
int device = event.getDeviceId();
GodotLib.joybutton(device, button, false);
return true;
} else {
GodotLib.key(keyCode, event.getUnicodeChar(0), false);
};
return super.onKeyUp(keyCode, event);
};
@Override public boolean onKeyDown(int keyCode, KeyEvent event) {
GodotLib.key(keyCode, event.getUnicodeChar(0), true);
if (keyCode == KeyEvent.KEYCODE_BACK) {
GodotLib.quit();
// press 'back' button should not terminate program
// normal handle 'back' event in game logic
return true;
}
if (keyCode == KeyEvent.KEYCODE_VOLUME_UP || keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
return super.onKeyDown(keyCode, event);
};
int source = event.getSource();
//Log.e(TAG, String.format("Key down! source %d, device %d, joystick %d, %d, %d", event.getDeviceId(), source, (source & InputDevice.SOURCE_JOYSTICK), (source & InputDevice.SOURCE_DPAD), (source & InputDevice.SOURCE_GAMEPAD)));
if ((source & InputDevice.SOURCE_JOYSTICK) != 0 || (source & InputDevice.SOURCE_DPAD) != 0 || (source & InputDevice.SOURCE_GAMEPAD) != 0) {
if (event.getRepeatCount() > 0) // ignore key echo
return true;
int button = get_godot_button(keyCode);
int device = event.getDeviceId();
//Log.e(TAG, String.format("joy button down! button %x, %d, device %d", keyCode, button, device));
GodotLib.joybutton(device, button, true);
return true;
} else {
GodotLib.key(keyCode, event.getUnicodeChar(0), true);
};
return super.onKeyDown(keyCode, event);
}
private void init(boolean translucent, int depth, int stencil) {
public float axis_value(MotionEvent p_event, InputDevice p_device, int p_axis, int p_pos) {
final InputDevice.MotionRange range = p_device.getMotionRange(p_axis, p_event.getSource());
if (range == null)
return 0;
//Log.e(TAG, String.format("axis ranges %f, %f, %f", range.getRange(), range.getMin(), range.getMax()));
final float flat = range.getFlat();
final float value =
p_pos < 0 ? p_event.getAxisValue(p_axis):
p_event.getHistoricalAxisValue(p_axis, p_pos);
final float absval = Math.abs(value);
if (absval <= flat) {
return 0;
};
final float ret = (value - range.getMin()) / range.getRange() * 2 - 1.0f;
return ret;
};
float[] last_axis_values = { 0, 0, 0, 0, -1, -1 };
boolean[] last_axis_buttons = { false, false, false, false, false, false }; // dpad up down left right, ltrigger, rtrigger
public void process_axis_state(MotionEvent p_event, int p_pos) {
int device_id = p_event.getDeviceId();
InputDevice device = p_event.getDevice();
float val;
val = axis_value(p_event, device, MotionEvent.AXIS_X, p_pos);
if (val != last_axis_values[0]) {
last_axis_values[0] = val;
//Log.e(TAG, String.format("axis moved! axis %d, value %f", 0, val));
GodotLib.joyaxis(device_id, 0, val);
};
val = axis_value(p_event, device, MotionEvent.AXIS_Y, p_pos);
if (val != last_axis_values[1]) {
last_axis_values[1] = val;
//Log.e(TAG, String.format("axis moved! axis %d, value %f", 1, val));
GodotLib.joyaxis(device_id, 1, val);
};
val = axis_value(p_event, device, MotionEvent.AXIS_Z, p_pos);
if (val != last_axis_values[2]) {
last_axis_values[2] = val;
//Log.e(TAG, String.format("axis moved! axis %d, value %f", 2, val));
GodotLib.joyaxis(device_id, 2, val);
};
val = axis_value(p_event, device, MotionEvent.AXIS_RZ, p_pos);
if (val != last_axis_values[3]) {
last_axis_values[3] = val;
//Log.e(TAG, String.format("axis moved! axis %d, value %f", 3, val));
GodotLib.joyaxis(device_id, 3, val);
};
val = axis_value(p_event, device, MotionEvent.AXIS_LTRIGGER, p_pos);
if (val != last_axis_values[4]) {
last_axis_values[4] = val;
if ((val != 0) != (last_axis_buttons[4])) {
last_axis_buttons[4] = (val != 0);
GodotLib.joybutton(device_id, 6, (val != 0));
};
};
val = axis_value(p_event, device, MotionEvent.AXIS_RTRIGGER, p_pos);
if (val != last_axis_values[5]) {
last_axis_values[5] = val;
if ((val != 0) != (last_axis_buttons[5])) {
last_axis_buttons[5] = (val != 0);
GodotLib.joybutton(device_id, 7, (val != 0));
};
};
val = axis_value(p_event, device, MotionEvent.AXIS_HAT_Y, p_pos);
if (last_axis_buttons[0] != (val > 0)) {
last_axis_buttons[0] = val > 0;
GodotLib.joybutton(device_id, 12, val > 0);
};
if (last_axis_buttons[1] != (val < 0)) {
last_axis_buttons[1] = val < 0;
GodotLib.joybutton(device_id, 13, val > 0);
};
val = axis_value(p_event, device, MotionEvent.AXIS_HAT_X, p_pos);
if (last_axis_buttons[2] != (val < 0)) {
last_axis_buttons[2] = val < 0;
GodotLib.joybutton(device_id, 14, val < 0);
};
if (last_axis_buttons[3] != (val > 0)) {
last_axis_buttons[3] = val > 0;
GodotLib.joybutton(device_id, 15, val > 0);
};
};
@Override public boolean onGenericMotionEvent(MotionEvent event) {
if ((event.getSource() & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK && event.getAction() == MotionEvent.ACTION_MOVE) {
// Process all historical movement samples in the batch
final int historySize = event.getHistorySize();
// Process the movements starting from the
// earliest historical position in the batch
for (int i = 0; i < historySize; i++) {
// Process the event at historical position i
process_axis_state(event, i);
}
// Process the current movement sample in the batch (position -1)
process_axis_state(event, -1);
return true;
};
return super.onGenericMotionEvent(event);
};
private void init(boolean translucent, int depth, int stencil) {
this.setFocusableInTouchMode(true);
/* By default, GLSurfaceView() creates a RGB_565 opaque surface.