Added SNES-style GAMEPAD SUPPORT
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@ -241,6 +241,24 @@
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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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#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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// Xbox360 USB Controller Axis
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// NOTE: For Raspberry Pi, axis must be reconfigured
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#if defined(PLATFORM_RPI)
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18
src/Makefile
18
src/Makefile
@ -208,6 +208,9 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
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ifeq ($(ANDROID_ARCH),ARM64)
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RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/android/arm64-v8a
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endif
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ifeq ($(ANDROID_ARCH),ARM)
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RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/android/armeabi-v7a
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endif
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endif
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# Define raylib graphics api depending on selected platform
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@ -261,6 +264,9 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
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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 = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
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endif
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endif
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# Default archiver program to pack libraries
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@ -279,6 +285,9 @@ ifeq ($(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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AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
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endif
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endif
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# Define compiler flags:
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@ -317,8 +326,12 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
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endif
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ifeq ($(PLATFORM),PLATFORM_ANDROID)
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# Compiler flags for arquitecture (only ARM, not ARM64)
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#CFLAGS += -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
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ifeq ($(ANDROID_ARCH),ARM64)
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CFLAGS += -target aarch64 -mfix-cortex-a53-835769
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endif
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ifeq ($(ANDROID_ARCH),ARM)
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CFLAGS += -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
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endif
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# Compilation functions attributes options
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CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIE -fPIC
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# Compiler options for the linker
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@ -439,6 +452,9 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
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ifeq ($(ANDROID_ARCH),ARM64)
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$(ANDROID_NDK)/build/tools/make-standalone-toolchain.sh --platform=android-21 --toolchain=aarch64-linux-androideabi-4.9 --use-llvm --install-dir=$(ANDROID_TOOLCHAIN)
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endif
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ifeq ($(ANDROID_ARCH),ARM)
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$(ANDROID_NDK)/build/tools/make-standalone-toolchain.sh --platform=android-21 --toolchain=arm-linux-androideabi-4.9 --use-llvm --install-dir=$(ANDROID_TOOLCHAIN)
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endif
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endif
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# Compile raylib library
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27
src/core.c
27
src/core.c
@ -3098,6 +3098,15 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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//AMotionEvent_getAction()
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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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int32_t keycode = AKeyEvent_getKeyCode(event);
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if (AKeyEvent_getAction(event) == 0)
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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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@ -3137,7 +3146,14 @@ 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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@ -3147,21 +3163,24 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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// Register touch points count
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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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gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
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gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
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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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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[0].y /= (float)GetScreenHeight();
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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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// Gesture data is sent to gestures system for processing
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18
src/raylib.h
18
src/raylib.h
@ -241,6 +241,24 @@
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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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#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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// Xbox360 USB Controller Axis
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// NOTE: For Raspberry Pi, axis must be reconfigured
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#if defined(PLATFORM_RPI)
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