/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2012 - Hans-Kristian Arntzen * Copyright (C) 2011-2012 - Daniel De Matteis * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #include #include "android-general.h" #include "../../../general.h" #include "../../../driver.h" #include "input_android.h" enum { AKEYCODE_BUTTON_1 = 188, AKEYCODE_BUTTON_2 = 189, AKEYCODE_BUTTON_3 = 190, AKEYCODE_BUTTON_4 = 191, AKEYCODE_BUTTON_5 = 192, AKEYCODE_BUTTON_6 = 193, AKEYCODE_BUTTON_7 = 194, AKEYCODE_BUTTON_8 = 195, AKEYCODE_BUTTON_9 = 196, AKEYCODE_BUTTON_10 = 197, AKEYCODE_BUTTON_11 = 198, AKEYCODE_BUTTON_12 = 199, AKEYCODE_BUTTON_13 = 200, AKEYCODE_BUTTON_14 = 201, AKEYCODE_BUTTON_15 = 202, AKEYCODE_BUTTON_16 = 203, AKEYCODE_ASSIST = 219, }; #define LAST_KEYCODE AKEYCODE_ASSIST enum { AKEYSTATE_DONT_PROCESS = 0, AKEYSTATE_PROCESS = 1, }; #define PRESSED_UP(x, y) ((-0.80f > y) && (x >= -1.00f)) #define PRESSED_DOWN(x, y) ((0.80f < y) && (y <= 1.00f)) #define PRESSED_LEFT(x, y) ((-0.80f > x) && (x >= -1.00f)) #define PRESSED_RIGHT(x, y) ((0.80f < x) && (x <= 1.00f)) //#define RARCH_INPUT_DEBUG static unsigned pads_connected; static android_input_state_t state[MAX_PADS]; int32_t keycode_lut[LAST_KEYCODE]; static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) { int id, i; bool found_existing_id = false; id = AInputEvent_getDeviceId(event); for (i = 0; i < pads_connected; i++) { if (state[i].id == id) { found_existing_id = true; break; } } if(!found_existing_id) { state[pads_connected++].id = id; i = pads_connected; } { int type = AInputEvent_getType(event); int keycode = AKeyEvent_getKeyCode(event); #ifdef RARCH_INPUT_DEBUG int source = AInputEvent_getSource(event); switch(source) { case AINPUT_SOURCE_DPAD: RARCH_LOG("AINPUT_SOURCE_DPAD, pad: %d, keycode: %d.\n", i, keycode); break; case AINPUT_SOURCE_TOUCHSCREEN: RARCH_LOG("AINPUT_SOURCE_TOUCHSCREEN, pad: %d, keycode: %d.\n", i, keycode); break; case AINPUT_SOURCE_TOUCHPAD: RARCH_LOG("AINPUT_SOURCE_TOUCHPAD, pad: %d, keycode: %d.\n", i, keycode); break; case AINPUT_SOURCE_ANY: RARCH_LOG("AINPUT_SOURCE_ANY, pad: %d, keycode: %d.\n", i, keycode); break; case 0: default: RARCH_LOG("AINPUT_SOURCE_DEFAULT, pad: %d, keycode: %d.\n", i, keycode); break; } #endif int action = AKeyEvent_getAction(event); if(type == AINPUT_EVENT_TYPE_MOTION) { float x = AMotionEvent_getX(event, 0); float y = AMotionEvent_getY(event, 0); #ifdef RARCH_INPUT_DEBUG RARCH_LOG("AINPUT_EVENT_TYPE_MOTION, pad: %d, x: %f, y: %f.\n", i, x, y); #endif state[i].state &= ~(ANDROID_GAMEPAD_DPAD_LEFT); state[i].state &= ~(ANDROID_GAMEPAD_DPAD_RIGHT); state[i].state &= ~(ANDROID_GAMEPAD_DPAD_UP); state[i].state &= ~(ANDROID_GAMEPAD_DPAD_DOWN); state[i].state |= PRESSED_LEFT(x, y) ? ANDROID_GAMEPAD_DPAD_LEFT : 0; state[i].state |= PRESSED_RIGHT(x, y) ? ANDROID_GAMEPAD_DPAD_RIGHT : 0; state[i].state |= PRESSED_UP(x, y) ? ANDROID_GAMEPAD_DPAD_UP : 0; state[i].state |= PRESSED_DOWN(x, y) ? ANDROID_GAMEPAD_DPAD_DOWN : 0; } if(action == AKEY_EVENT_ACTION_DOWN || action == AKEY_EVENT_ACTION_MULTIPLE) state[i].state |= keycode_lut[keycode]; if(action == AKEY_EVENT_ACTION_UP) state[i].state &= ~(keycode_lut[keycode]); } return 1; } static void *android_input_init(void) { g_android.app->onInputEvent = engine_handle_input; pads_connected = 0; for(int i = 0; i < LAST_KEYCODE; i++) keycode_lut[i] = 0; for(unsigned player = 0; player < 4; player++) for(unsigned i = 0; i < RARCH_FIRST_META_KEY; i++) { g_settings.input.binds[player][i].id = i; g_settings.input.binds[player][i].joykey = 0; } /* Control scheme 1 * fd=196 * path='/dev/input/event4' * name='Logitech Logitech RumblePad 2 USB' * classes=0x80000141 * configuration='' * keyLayout='/system/usr/keylayout/Generic.kl' * keyCharacterMap='/system/usr/keychars/Generic.kcm' * builtinKeyboard=false */ keycode_lut[AKEYCODE_BUTTON_2] = ANDROID_GAMEPAD_CROSS; keycode_lut[AKEYCODE_BUTTON_1] = ANDROID_GAMEPAD_SQUARE; keycode_lut[AKEYCODE_BUTTON_9] = ANDROID_GAMEPAD_SELECT; keycode_lut[AKEYCODE_BUTTON_10] = ANDROID_GAMEPAD_START; keycode_lut[AKEYCODE_BUTTON_3] = ANDROID_GAMEPAD_CIRCLE; keycode_lut[AKEYCODE_BUTTON_4] = ANDROID_GAMEPAD_TRIANGLE; keycode_lut[AKEYCODE_BUTTON_5] = ANDROID_GAMEPAD_L1; keycode_lut[AKEYCODE_BUTTON_6] = ANDROID_GAMEPAD_R1; keycode_lut[AKEYCODE_BUTTON_7] = ANDROID_GAMEPAD_L2; keycode_lut[AKEYCODE_BUTTON_8] = ANDROID_GAMEPAD_R2; keycode_lut[AKEYCODE_BUTTON_11] = ANDROID_GAMEPAD_L3; keycode_lut[AKEYCODE_BUTTON_12] = ANDROID_GAMEPAD_R3; for(int player = 0; player < 4; player++) { g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_B].joykey = ANDROID_GAMEPAD_CROSS; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_Y].joykey = ANDROID_GAMEPAD_SQUARE; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_SELECT].joykey = ANDROID_GAMEPAD_SELECT; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_START].joykey = ANDROID_GAMEPAD_START; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_UP].joykey = ANDROID_GAMEPAD_DPAD_UP; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_DOWN].joykey = ANDROID_GAMEPAD_DPAD_DOWN; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_LEFT].joykey = ANDROID_GAMEPAD_DPAD_LEFT; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_RIGHT].joykey = ANDROID_GAMEPAD_DPAD_RIGHT; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_A].joykey = ANDROID_GAMEPAD_CIRCLE; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_X].joykey = ANDROID_GAMEPAD_TRIANGLE; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_L].joykey = ANDROID_GAMEPAD_L1; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_R].joykey = ANDROID_GAMEPAD_R1; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_L2].joykey = ANDROID_GAMEPAD_L2; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_R2].joykey = ANDROID_GAMEPAD_R2; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_L3].joykey = ANDROID_GAMEPAD_L3; g_settings.input.binds[player][RETRO_DEVICE_ID_JOYPAD_R3].joykey = ANDROID_GAMEPAD_R3; } /* Control scheme 2 * Tested with: SNES Pad USB converter * fd=196 * path='/dev/input/event4' * name='HuiJia USB GamePad' * classes=0x80000141 * configuration='' * keyLayout='/system/usr/keylayout/Generic.kl' * keyCharacterMap='/system/usr/keychars/Generic.kcm' * builtinKeyboard=false */ keycode_lut[AKEYCODE_BUTTON_C] = ANDROID_GAMEPAD_CROSS; keycode_lut[AKEYCODE_BUTTON_X] = ANDROID_GAMEPAD_SQUARE; keycode_lut[AKEYCODE_BUTTON_L2] = ANDROID_GAMEPAD_SELECT; keycode_lut[AKEYCODE_BUTTON_R2] = ANDROID_GAMEPAD_START; keycode_lut[AKEYCODE_BUTTON_B] = ANDROID_GAMEPAD_CIRCLE; keycode_lut[AKEYCODE_BUTTON_A] = ANDROID_GAMEPAD_TRIANGLE; keycode_lut[AKEYCODE_BUTTON_L1] = ANDROID_GAMEPAD_L1; keycode_lut[AKEYCODE_BUTTON_R1] = ANDROID_GAMEPAD_R1; /* Control scheme 3 * fd=196 * path='/dev/input/event4' * name='Microsoft® Microsoft® SideWinder® Game Pad USB' * classes=0x80000141 * configuration='' * keyLayout='/system/usr/keylayout/Generic.kl' * keyCharacterMap='/system/usr/keychars/Generic.kcm' * builtinKeyboard=false */ /* keycode_lut[AKEYCODE_BUTTON_A] = ANDROID_GAMEPAD_CROSS; keycode_lut[AKEYCODE_BUTTON_X] = ANDROID_GAMPAD_SQUARE: keycode_lut[AKEYCODE_BUTTON_R2] = ANDROID_GAMEPAD_SELECT; keycode_lut[AKEYCODE_BUTTON_L2] = ANDROID_GAMEPAD_START; keycode_lut[AKEYCODE_BUTTON_B] = ANDROID_GAMEPAD_CIRCLE; keycode_lut[AKEYCODE_BUTTON_Y] = ANDROID_GAMEPAD_TRIANGLE; keycode_lut[AKEYCODE_BUTTON_L1] = ANDROID_GAMEPAD_L1; keycode_lut[AKEYCODE_BUTTON_R1] = ANDROID_GAMEPAD_R1; keycode_lut[AKEYCODE_BUTTON_Z] = ANDROID_GAMEPAD_L2; keycode_lut[AKEYCODE_BUTTON_C] = ANDROID_GAMEPAD_R2; keycode_lut[AKEYCODE_BUTTON_11] = ANDROID_GAMEPAD_L3; keycode_lut[AKEYCODE_BUTTON_12] = ANDROID_GAMEPAD_R3; */ /* Control scheme 4 * Tested with: Sidewinder Dual Strike * fd=196 * path='/dev/input/event4' * name='Microsoft SideWinder Dual Strike USB version 1.0' * classes=0x80000141 * configuration='' * keyLayout='/system/usr/keylayout/Generic.kl' * keyCharacterMap='/system/usr/keychars/Generic.kcm' * builtinKeyboard=false */ /* keycode_lut[AKEYCODE_BUTTON_4] = ANDROID_GAMEPAD_CROSS; keycode_lut[AKEYCODE_BUTTON_2] = ANDROID_GAMPAD_SQUARE: keycode_lut[AKEYCODE_BUTTON_6] = ANDROID_GAMEPAD_SELECT; keycode_lut[AKEYCODE_BUTTON_5] = ANDROID_GAMEPAD_START; keycode_lut[AKEYCODE_BUTTON_3] = ANDROID_GAMEPAD_CIRCLE; keycode_lut[AKEYCODE_BUTTON_1] = ANDROID_GAMEPAD_TRIANGLE; keycode_lut[AKEYCODE_BUTTON_7] = ANDROID_GAMEPAD_L1; keycode_lut[AKEYCODE_BUTTON_8] = ANDROID_GAMEPAD_R1; keycode_lut[AKEYCODE_BUTTON_9] = ANDROID_GAMEPAD_L2; */ /* Control scheme 5 * fd=196 * path='/dev/input/event4' * name='WiseGroup.,Ltd MP-8866 Dual USB Joypad' * classes=0x80000141 * configuration='' * keyLayout='/system/usr/keylayout/Generic.kl' * keyCharacterMap='/system/usr/keychars/Generic.kcm' * builtinKeyboard=false */ /* keycode_lut[AKEYCODE_BUTTON_3] = ANDROID_GAMEPAD_CROSS; keycode_lut[AKEYCODE_BUTTON_4] = ANDROID_GAMPAD_SQUARE: keycode_lut[AKEYCODE_BUTTON_10] = ANDROID_GAMEPAD_SELECT; keycode_lut[AKEYCODE_BUTTON_9] = ANDROID_GAMEPAD_START; keycode_lut[AKEYCODE_BUTTON_2] = ANDROID_GAMEPAD_CIRCLE; keycode_lut[AKEYCODE_BUTTON_1] = ANDROID_GAMEPAD_TRIANGLE; keycode_lut[AKEYCODE_BUTTON_7] = ANDROID_GAMEPAD_L1; keycode_lut[AKEYCODE_BUTTON_8] = ANDROID_GAMEPAD_R1; keycode_lut[AKEYCODE_BUTTON_5] = ANDROID_GAMEPAD_L2; keycode_lut[AKEYCODE_BUTTON_6] = ANDROID_GAMEPAD_R2; keycode_lut[AKEYCODE_BUTTON_11] = ANDROID_GAMEPAD_L3; keycode_lut[AKEYCODE_BUTTON_12] = ANDROID_GAMEPAD_R3; */ /* Control scheme 6 * Keyboard * TODO: Map L2/R2/L3/R3 * */ keycode_lut[AKEYCODE_Z] = ANDROID_GAMEPAD_CROSS; keycode_lut[AKEYCODE_A] = ANDROID_GAMEPAD_SQUARE; keycode_lut[AKEYCODE_SHIFT_RIGHT] = ANDROID_GAMEPAD_SELECT; keycode_lut[AKEYCODE_ENTER] = ANDROID_GAMEPAD_START; keycode_lut[AKEYCODE_DPAD_UP] = ANDROID_GAMEPAD_DPAD_UP; keycode_lut[AKEYCODE_DPAD_DOWN] = ANDROID_GAMEPAD_DPAD_DOWN; keycode_lut[AKEYCODE_DPAD_LEFT] = ANDROID_GAMEPAD_DPAD_LEFT; keycode_lut[AKEYCODE_DPAD_RIGHT] = ANDROID_GAMEPAD_DPAD_RIGHT; keycode_lut[AKEYCODE_X] = ANDROID_GAMEPAD_CIRCLE; keycode_lut[AKEYCODE_S] = ANDROID_GAMEPAD_TRIANGLE; keycode_lut[AKEYCODE_Q] = ANDROID_GAMEPAD_L1; keycode_lut[AKEYCODE_W] = ANDROID_GAMEPAD_R1; return (void*)-1; } static void android_input_poll(void *data) { (void)data; // Read all pending events. int ident; int events; struct android_poll_source* source; struct android_app* state = g_android.app; // If not animating, we will block forever waiting for events. // If animating, we loop until all events are read, then continue // to draw the next frame of animation. ident= ALooper_pollAll(0, NULL, &events, (void**)&source); // Process this event. if (ident && source != NULL) source->process(state, source); } static int16_t android_input_state(void *data, const struct retro_keybind **binds, unsigned port, unsigned device, unsigned index, unsigned id) { unsigned player = port; uint64_t button = binds[player][id].joykey; int16_t retval = 0; if((player < pads_connected)) { switch (device) { case RETRO_DEVICE_JOYPAD: retval = (state[player].state & button) ? 1 : 0; #ifdef RARCH_INPUT_DEBUG if(retval != 0) { RARCH_LOG("state: %d, player: %d.\n", retval, player); } #endif break; } } return retval; } static bool android_input_key_pressed(void *data, int key) { (void)data; (void)key; switch (key) { case RARCH_QUIT_KEY: if(g_android.init_quit) return true; else return false; break; default: (void)0; } return false; } static void android_input_free(void *data) { (void)data; } const input_driver_t input_android = { android_input_init, android_input_poll, android_input_state, android_input_key_pressed, android_input_free, "android_input", };