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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:
parent
77a15e2a3e
commit
e9da61411a
8 changed files with 359 additions and 14 deletions
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@ -498,6 +498,7 @@ public class Godot extends Activity implements SensorEventListener
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@Override public void onBackPressed() {
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System.out.printf("** BACK REQUEST!\n");
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GodotLib.quit();
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}
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@ -52,6 +52,8 @@ public class GodotLib {
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public static native void touch(int what,int pointer,int howmany, int[] arr);
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public static native void accelerometer(float x, float y, float z);
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public static native void key(int p_scancode, int p_unicode_char, boolean p_pressed);
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public static native void joybutton(int p_device, int p_but, boolean p_pressed);
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public static native void joyaxis(int p_device, int p_axis, float p_value);
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public static native void focusin();
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public static native void focusout();
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public static native void audio();
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@ -35,6 +35,7 @@ import android.util.Log;
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import android.view.KeyEvent;
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import android.view.MotionEvent;
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import android.content.ContextWrapper;
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import android.view.InputDevice;
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import java.io.File;
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import javax.microedition.khronos.egl.EGL10;
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@ -99,22 +100,251 @@ public class GodotView extends GLSurfaceView {
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return activity.gotTouchEvent(event);
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};
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public int get_godot_button(int keyCode) {
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int button = 0;
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switch (keyCode) {
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case KeyEvent.KEYCODE_BUTTON_A: // Android A is SNES B
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button = 0;
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break;
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case KeyEvent.KEYCODE_BUTTON_B:
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button = 1;
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break;
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case KeyEvent.KEYCODE_BUTTON_X: // Android X is SNES Y
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button = 2;
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break;
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case KeyEvent.KEYCODE_BUTTON_Y:
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button = 3;
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break;
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case KeyEvent.KEYCODE_BUTTON_L1:
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button = 4;
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break;
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case KeyEvent.KEYCODE_BUTTON_L2:
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button = 6;
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break;
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case KeyEvent.KEYCODE_BUTTON_R1:
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button = 5;
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break;
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case KeyEvent.KEYCODE_BUTTON_R2:
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button = 7;
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break;
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case KeyEvent.KEYCODE_BUTTON_SELECT:
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button = 10;
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break;
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case KeyEvent.KEYCODE_BUTTON_START:
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button = 11;
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break;
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case KeyEvent.KEYCODE_BUTTON_THUMBL:
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button = 8;
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break;
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case KeyEvent.KEYCODE_BUTTON_THUMBR:
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button = 9;
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break;
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case KeyEvent.KEYCODE_DPAD_UP:
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button = 12;
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break;
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case KeyEvent.KEYCODE_DPAD_DOWN:
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button = 13;
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break;
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case KeyEvent.KEYCODE_DPAD_LEFT:
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button = 14;
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break;
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case KeyEvent.KEYCODE_DPAD_RIGHT:
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button = 15;
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break;
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default:
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button = keyCode - KeyEvent.KEYCODE_BUTTON_1;
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break;
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};
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return button;
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};
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@Override public boolean onKeyUp(int keyCode, KeyEvent event) {
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GodotLib.key(keyCode, event.getUnicodeChar(0), false);
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if (keyCode == KeyEvent.KEYCODE_BACK) {
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return true;
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}
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if (keyCode == KeyEvent.KEYCODE_VOLUME_UP || keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
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return super.onKeyUp(keyCode, event);
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};
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int source = event.getSource();
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if ((source & InputDevice.SOURCE_JOYSTICK) != 0 || (source & InputDevice.SOURCE_DPAD) != 0 || (source & InputDevice.SOURCE_GAMEPAD) != 0) {
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int button = get_godot_button(keyCode);
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int device = event.getDeviceId();
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GodotLib.joybutton(device, button, false);
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return true;
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} else {
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GodotLib.key(keyCode, event.getUnicodeChar(0), false);
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};
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return super.onKeyUp(keyCode, event);
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};
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@Override public boolean onKeyDown(int keyCode, KeyEvent event) {
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GodotLib.key(keyCode, event.getUnicodeChar(0), true);
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if (keyCode == KeyEvent.KEYCODE_BACK) {
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GodotLib.quit();
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// press 'back' button should not terminate program
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// normal handle 'back' event in game logic
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return true;
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}
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if (keyCode == KeyEvent.KEYCODE_VOLUME_UP || keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
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return super.onKeyDown(keyCode, event);
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};
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int source = event.getSource();
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//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)));
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if ((source & InputDevice.SOURCE_JOYSTICK) != 0 || (source & InputDevice.SOURCE_DPAD) != 0 || (source & InputDevice.SOURCE_GAMEPAD) != 0) {
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if (event.getRepeatCount() > 0) // ignore key echo
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return true;
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int button = get_godot_button(keyCode);
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int device = event.getDeviceId();
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//Log.e(TAG, String.format("joy button down! button %x, %d, device %d", keyCode, button, device));
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GodotLib.joybutton(device, button, true);
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return true;
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} else {
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GodotLib.key(keyCode, event.getUnicodeChar(0), true);
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};
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return super.onKeyDown(keyCode, event);
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}
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private void init(boolean translucent, int depth, int stencil) {
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public float axis_value(MotionEvent p_event, InputDevice p_device, int p_axis, int p_pos) {
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final InputDevice.MotionRange range = p_device.getMotionRange(p_axis, p_event.getSource());
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if (range == null)
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return 0;
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//Log.e(TAG, String.format("axis ranges %f, %f, %f", range.getRange(), range.getMin(), range.getMax()));
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final float flat = range.getFlat();
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final float value =
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p_pos < 0 ? p_event.getAxisValue(p_axis):
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p_event.getHistoricalAxisValue(p_axis, p_pos);
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final float absval = Math.abs(value);
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if (absval <= flat) {
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return 0;
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};
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final float ret = (value - range.getMin()) / range.getRange() * 2 - 1.0f;
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return ret;
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};
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float[] last_axis_values = { 0, 0, 0, 0, -1, -1 };
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boolean[] last_axis_buttons = { false, false, false, false, false, false }; // dpad up down left right, ltrigger, rtrigger
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public void process_axis_state(MotionEvent p_event, int p_pos) {
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int device_id = p_event.getDeviceId();
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InputDevice device = p_event.getDevice();
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float val;
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val = axis_value(p_event, device, MotionEvent.AXIS_X, p_pos);
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if (val != last_axis_values[0]) {
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last_axis_values[0] = val;
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//Log.e(TAG, String.format("axis moved! axis %d, value %f", 0, val));
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GodotLib.joyaxis(device_id, 0, val);
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};
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val = axis_value(p_event, device, MotionEvent.AXIS_Y, p_pos);
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if (val != last_axis_values[1]) {
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last_axis_values[1] = val;
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//Log.e(TAG, String.format("axis moved! axis %d, value %f", 1, val));
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GodotLib.joyaxis(device_id, 1, val);
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};
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val = axis_value(p_event, device, MotionEvent.AXIS_Z, p_pos);
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if (val != last_axis_values[2]) {
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last_axis_values[2] = val;
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//Log.e(TAG, String.format("axis moved! axis %d, value %f", 2, val));
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GodotLib.joyaxis(device_id, 2, val);
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};
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val = axis_value(p_event, device, MotionEvent.AXIS_RZ, p_pos);
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if (val != last_axis_values[3]) {
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last_axis_values[3] = val;
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//Log.e(TAG, String.format("axis moved! axis %d, value %f", 3, val));
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GodotLib.joyaxis(device_id, 3, val);
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};
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val = axis_value(p_event, device, MotionEvent.AXIS_LTRIGGER, p_pos);
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if (val != last_axis_values[4]) {
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last_axis_values[4] = val;
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if ((val != 0) != (last_axis_buttons[4])) {
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last_axis_buttons[4] = (val != 0);
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GodotLib.joybutton(device_id, 6, (val != 0));
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};
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};
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val = axis_value(p_event, device, MotionEvent.AXIS_RTRIGGER, p_pos);
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if (val != last_axis_values[5]) {
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last_axis_values[5] = val;
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if ((val != 0) != (last_axis_buttons[5])) {
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last_axis_buttons[5] = (val != 0);
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GodotLib.joybutton(device_id, 7, (val != 0));
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};
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};
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val = axis_value(p_event, device, MotionEvent.AXIS_HAT_Y, p_pos);
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if (last_axis_buttons[0] != (val > 0)) {
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last_axis_buttons[0] = val > 0;
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GodotLib.joybutton(device_id, 12, val > 0);
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};
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if (last_axis_buttons[1] != (val < 0)) {
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last_axis_buttons[1] = val < 0;
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GodotLib.joybutton(device_id, 13, val > 0);
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};
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val = axis_value(p_event, device, MotionEvent.AXIS_HAT_X, p_pos);
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if (last_axis_buttons[2] != (val < 0)) {
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last_axis_buttons[2] = val < 0;
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GodotLib.joybutton(device_id, 14, val < 0);
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};
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if (last_axis_buttons[3] != (val > 0)) {
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last_axis_buttons[3] = val > 0;
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GodotLib.joybutton(device_id, 15, val > 0);
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};
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};
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@Override public boolean onGenericMotionEvent(MotionEvent event) {
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if ((event.getSource() & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK && event.getAction() == MotionEvent.ACTION_MOVE) {
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// Process all historical movement samples in the batch
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final int historySize = event.getHistorySize();
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// Process the movements starting from the
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// earliest historical position in the batch
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for (int i = 0; i < historySize; i++) {
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// Process the event at historical position i
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process_axis_state(event, i);
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}
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// Process the current movement sample in the batch (position -1)
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process_axis_state(event, -1);
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return true;
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};
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return super.onGenericMotionEvent(event);
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};
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private void init(boolean translucent, int depth, int stencil) {
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this.setFocusableInTouchMode(true);
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/* By default, GLSurfaceView() creates a RGB_565 opaque surface.
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