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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) == n">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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@ -3115,9 +3118,9 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) |
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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) == mi">0) |
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if (AKeyEvent_getAction(event) == n">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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o">// Register touch points position |
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// l">NOTE: Only two points registered |
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// err">@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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p">{ |
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// ">Register touch points id |
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// nl">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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