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authorRay <[email protected]>2018-07-07 09:38:19 +0200
committerGitHub <[email protected]>2018-07-07 09:38:19 +0200
commit50088bf49bd923e32a93a6687f030f289d5805ac (patch)
treed51683a467f7269e1411a4c339df42c205f04d64 /src/core.c
parent7c80a517b49fc8474e74fe96adad626166fa1384 (diff)
parentfa36c5294affc5f960c14291f4c2336f1a3557e1 (diff)
downloadraylib-50088bf49bd923e32a93a6687f030f289d5805ac.tar.gz
raylib-50088bf49bd923e32a93a6687f030f289d5805ac.zip
Merge pull request #570 from SethArchambault/master
SNES-like GAMEPAD Support added for Android, Makefile has optional support for 32bit
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c27
1 files changed, 23 insertions, 4 deletions
diff --git a/src/core.c b/src/core.c
index 58202888..28a04e4d 100644
--- a/src/core.c
+++ b/src/core.c
@@ -3098,6 +3098,15 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
//AMotionEvent_getAction()
//AMotionEvent_getAxisValue()
//AMotionEvent_getButtonState()
+
+ // This is all it takes to capture gamepad dpad button presses
+ int32_t keycode = AKeyEvent_getKeyCode(event);
+ if (AKeyEvent_getAction(event) == 0)
+ {
+ currentKeyState[keycode] = 1; // Key down
+ lastKeyPressed = keycode;
+ }
+ else currentKeyState[keycode] = 0; // Key up
}
else if (type == AINPUT_EVENT_TYPE_KEY)
{
@@ -3137,7 +3146,14 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
int32_t action = AMotionEvent_getAction(event);
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
+
#if defined(SUPPORT_GESTURES_SYSTEM)
+
+ // @Completeness: Fix this so that gamepad does not cause this to crash
+ // If actions is not caputred in the above, then it may not be a gesture at all.
+ // If we do not end here, when we reach getPointerId there is a high likelyhood of crashing
+ return 0;
+
GestureEvent gestureEvent;
// Register touch actions
@@ -3147,21 +3163,24 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
// Register touch points count
gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
+ // Documentation says pointerCount is Always >= 1.
+ // But in practice it can be 0 or over a million
// Register touch points id
+
+ // Register touch points position
+ // NOTE: Only two points registered
+ // @Fix: This is where the break happens for dpads
gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
- // Register touch points position
- // NOTE: Only two points registered
gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
- gestureEvent.position[0].y /= (float)GetScreenHeight();
-
gestureEvent.position[1].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
gestureEvent.position[1].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing