Exemple #1
0
/*
* Handle Key Inputs
*/
static int32_t handle_key_input(AInputEvent *event)
{
    if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_UP)
    {
        switch (AKeyEvent_getKeyCode(event))
        {
        case AKEYCODE_BACK:	
            {
                cocos2d::EventKeyboard event(cocos2d::EventKeyboard::KeyCode::KEY_BACKSPACE, false);
                cocos2d::EventDispatcher::getInstance()->dispatchEvent(&event);
            }
            return 1;
        case AKEYCODE_MENU:
            {
                cocos2d::EventKeyboard event(cocos2d::EventKeyboard::KeyCode::KEY_MENU, false);
                cocos2d::EventDispatcher::getInstance()->dispatchEvent(&event);
            }
            return 1;
        default:
            break;
        }
    }
    return 0;
}
Exemple #2
0
int Engine::handleInput(AInputEvent* event)
{
	if( !event )
		return 0;
    //We only handle motion events (touchscreen) and key (button/key) events
	int32_t eventType = AInputEvent_getType(event);
	if (eventType == AINPUT_EVENT_TYPE_MOTION)
	{
		int32_t actionUnmasked = AMotionEvent_getAction(event);
		int32_t action = (actionUnmasked & AMOTION_EVENT_ACTION_MASK);	
		static int	l_siIgnoreTime = 0;
		bool	l_bTouch = false;
		if(AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN || AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE )
		{
			l_bTouch = true;
		}
		if( cGameApp::m_sbGamePause )
			l_siIgnoreTime = 1;
		if( g_pAndroidTestApp && !cGameApp::m_sbGamePause && l_siIgnoreTime == 0 )
		{
			if(g_pAndroidTestApp->m_sbDoMultiTouch)
			{
				int numEvents = AMotionEvent_getPointerCount(event);
				for (int index=0; index<numEvents; index++)
				{
					int		id = AMotionEvent_getPointerId(event, index);
					float	l_fPosX = AMotionEvent_getX(event, index);
					float	l_fPosY = AMotionEvent_getY(event, index);
					float	l_fpressure = AMotionEvent_getPressure(event, index);
					float	l_fSize =AMotionEvent_getSize(event, index);
					g_pAndroidTestApp->m_spMultiTouchPoints->Touch(l_bTouch,(int)l_fPosX,(int)l_fPosY,id);
					g_pAndroidTestApp->TouchSignalProcess(l_fPosX,l_fPosY,l_bTouch);
				}
				g_pAndroidTestApp->m_spMultiTouchPoints->Update(0);
			}
			else
			{
				int32_t iX = AMotionEvent_getX(event, 0);
				int32_t iY = AMotionEvent_getY(event, 0);
				g_pAndroidTestApp->TouchSignalProcess(iX,iY,l_bTouch);
			}
		}
		if( l_siIgnoreTime > 0 )
		{
			if( l_bTouch == false )
				l_siIgnoreTime = 0;
		}

		//int32_t action = AMOTION_EVENT_ACTION_MASK & AMotionEvent_getAction((const AInputEvent*)event);
		// A tap on the screen takes us out of autopause into gameplay mode if
		// we were paused.  No other touch processing is done.
		if (action == AMOTION_EVENT_ACTION_DOWN)
		{
			setGameplayMode(true);
			g_pAndroidTestApp->m_spMultiTouchPoints->Init();
		}
		//,
		return 1;
	} 
	else
	if (eventType == AINPUT_EVENT_TYPE_KEY) 
	{
		int32_t code = AKeyEvent_getKeyCode((const AInputEvent*)event);
		int32_t action = AKeyEvent_getAction((const AInputEvent*)event);

		// if we are in gameplay mode, we eat the back button and move into
		// pause mode.  If we are already in pause mode, we allow the back
		// button to be handled by the OS, which means we'll be shut down
		if ((code == AKEYCODE_BACK) && mGameplayMode)
		{
			setGameplayMode(false);
			return 1;
		}

		std::string	l_strDebugInfo = "Code:";
		l_strDebugInfo += ValueToString(code);
		l_strDebugInfo += "___Action";
		l_strDebugInfo += ValueToString(action);
		cGameApp::OutputDebugInfoString(l_strDebugInfo);

		bool	l_bVaildKey = false;
		bool	l_bKeyDown = action==0?true:false;
		if((code >= AKEYCODE_A && code <= AKEYCODE_Z))
		{//windows 65-90
			code -= AKEYCODE_A;
			code += 65;
			l_bVaildKey = true;
		}
		else
		if((code >= AKEYCODE_0 && code <= AKEYCODE_9))
		{//windows 45-97
			code -= AKEYCODE_0;
			code += 45;
			l_bVaildKey = true;
		}
		if( l_bVaildKey )
		{
			if( l_bKeyDown )
			{
				g_pAndroidTestApp->KeyDown((char)code);
			}
			else
			{
				g_pAndroidTestApp->KeyUp((char)code);
			}
		}
	}

    return 0;
}
Exemple #3
0
int32_t _glfwPlatformProcInputEvent( struct android_app* app, AInputEvent *event )
{
    // Motion events
    if ( AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION ) {
        int action = AKeyEvent_getAction(event);
        int count = AMotionEvent_getPointerCount(event);
        switch (action & AMOTION_EVENT_ACTION_MASK) {
            case AMOTION_EVENT_ACTION_DOWN:
                if(count == 1){
                   _glfwInput.MousePosX = AMotionEvent_getX(event, 0);
                   _glfwInput.MousePosY = AMotionEvent_getY(event, 0);
                   if(_glfwWin.mousePosCallback)
                      _glfwWin.mousePosCallback(_glfwInput.MousePosX, _glfwInput.MousePosY, GLFW_RELEASE, GLFW_RELEASE);
                  _glfwInputMouseClick(GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS);
                }
                break;
            case AMOTION_EVENT_ACTION_UP:
                if(count == 1){
                   _glfwInput.MousePosX = AMotionEvent_getX(event, 0);
                   _glfwInput.MousePosY = AMotionEvent_getY(event, 0);
                   if(_glfwWin.mousePosCallback)
                      _glfwWin.mousePosCallback(_glfwInput.MousePosX, _glfwInput.MousePosY, GLFW_RELEASE, GLFW_RELEASE);
                  _glfwInputMouseClick(GLFW_MOUSE_BUTTON_LEFT, GLFW_RELEASE);
                }
                break;
            case AMOTION_EVENT_ACTION_MOVE:
                if(count == 1){
                   _glfwInput.MousePosX = AMotionEvent_getX(event, 0);
                   _glfwInput.MousePosY = AMotionEvent_getY(event, 0);
                   if(_glfwWin.mousePosCallback)
                      _glfwWin.mousePosCallback(_glfwInput.MousePosX, _glfwInput.MousePosY, GLFW_RELEASE, GLFW_RELEASE);
                }else if(count == 2){
                    int old_x1 = (int) _glfwInput.MousePosX;
                    int old_y1 = (int) _glfwInput.MousePosY;
                    int old_x2 = (int) _glfwInput.MousePosX2;
                    int old_y2 = (int) _glfwInput.MousePosY2;
                    int new_x1 = (int) AMotionEvent_getX(event, 0);
                    int new_y1 = (int) AMotionEvent_getY(event, 0);
                    int new_x2 = (int) AMotionEvent_getX(event, 1);
                    int new_y2 = (int) AMotionEvent_getY(event, 1);
                    if(old_x1 == new_x1 && old_y1 == new_y1) {
                    } else if(old_x2 == new_x2 && old_y2 == new_y2) {
                    } else {
                        if(abs((new_x2 - new_x1) * (new_y2 - new_y1)) > abs((old_x2 - old_x1) * (old_y2 - old_y1))){
                            _glfwInput.WheelPos++;
                        }else{
                            _glfwInput.WheelPos--;
                        }
                        if(_glfwWin.mouseWheelCallback)
                             _glfwWin.mouseWheelCallback(_glfwInput.WheelPos);
                    }
                }
                _glfwInput.MousePosX  = AMotionEvent_getX(event, 0);
                _glfwInput.MousePosY  = AMotionEvent_getY(event, 0);
                _glfwInput.MousePosX2 = AMotionEvent_getX(event, 1);
                _glfwInput.MousePosY2 = AMotionEvent_getY(event, 1);
                break;
        }
        return 1;
    }
    return 0;
}
Exemple #4
0
				for (int index = 0; index < pointer_count; index++)
				{
					const f32 xx = AMotionEvent_getX(event, index);
					const f32 yy = AMotionEvent_getY(event, index);
					const s32 id = AMotionEvent_getPointerId(event, index);
					_queue.push_touch_event((s16)xx, (s16)yy, (u8)id);
				}
				break;
			}

			return 1;
		}
		else if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY)
		{
			const s32 keycode = AKeyEvent_getKeyCode(event);
			const s32 keyaction = AKeyEvent_getAction(event);

			if (keycode == AKEYCODE_BACK)
			{
				_queue.push_keyboard_event(KeyboardButton::ESCAPE
					, keyaction == AKEY_EVENT_ACTION_DOWN ? true : false
					);
			}

			return 1;
		}

		return 0;
	}

	static s32 on_input_event(struct android_app* app, AInputEvent* event)
s32 CIrrDeviceAndroid::handleInput(android_app* app, AInputEvent* androidEvent)
{
	CIrrDeviceAndroid* device = (CIrrDeviceAndroid*)app->userData;
	s32 status = 0;

	switch ( AInputEvent_getType(androidEvent) )
	{
		case AINPUT_EVENT_TYPE_MOTION:
		{
			SEvent event;
			event.EventType = EET_TOUCH_INPUT_EVENT;

			s32 eventAction = AMotionEvent_getAction(androidEvent);
			s32 eventType =  eventAction & AMOTION_EVENT_ACTION_MASK;

#if 0
			// Useful for debugging. We might have to pass some of those infos on at some point.
			// but preferably device independent (so iphone can use same irrlicht flags).
			int32_t flags = AMotionEvent_getFlags(androidEvent);
			os::Printer::log("flags: ", core::stringc(flags).c_str(), ELL_DEBUG);
			int32_t metaState = AMotionEvent_getMetaState(androidEvent);
			os::Printer::log("metaState: ", core::stringc(metaState).c_str(), ELL_DEBUG);
			int32_t edgeFlags = AMotionEvent_getEdgeFlags(androidEvent);
			os::Printer::log("edgeFlags: ", core::stringc(flags).c_str(), ELL_DEBUG);			
#endif

			bool touchReceived = true;

			switch (eventType)
			{
			case AMOTION_EVENT_ACTION_DOWN:
			case AMOTION_EVENT_ACTION_POINTER_DOWN:
				event.TouchInput.Event = ETIE_PRESSED_DOWN;
				break;
			case AMOTION_EVENT_ACTION_MOVE:
				event.TouchInput.Event = ETIE_MOVED;
				break;
			case AMOTION_EVENT_ACTION_UP:
			case AMOTION_EVENT_ACTION_POINTER_UP:
			case AMOTION_EVENT_ACTION_CANCEL:
				event.TouchInput.Event = ETIE_LEFT_UP;
				break;
			default:
				touchReceived = false;
				break;
			}

			if (touchReceived)
			{
				// Process all touches for move action.
				if (event.TouchInput.Event == ETIE_MOVED)
				{
					s32 pointerCount = AMotionEvent_getPointerCount(androidEvent);

					for (s32 i = 0; i < pointerCount; ++i)
					{
						event.TouchInput.ID = AMotionEvent_getPointerId(androidEvent, i);
						event.TouchInput.X = AMotionEvent_getX(androidEvent, i);
						event.TouchInput.Y = AMotionEvent_getY(androidEvent, i);

						device->postEventFromUser(event);
					}
				}
				else // Process one touch for other actions.
				{
					s32 pointerIndex = (eventAction & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;

					event.TouchInput.ID = AMotionEvent_getPointerId(androidEvent, pointerIndex);
					event.TouchInput.X = AMotionEvent_getX(androidEvent, pointerIndex);
					event.TouchInput.Y = AMotionEvent_getY(androidEvent, pointerIndex);

					device->postEventFromUser(event);
				}

				status = 1;
			}
		}
		break;
		case AINPUT_EVENT_TYPE_KEY:
		{
			SEvent event;
			event.EventType = EET_KEY_INPUT_EVENT;

			int32_t keyCode = AKeyEvent_getKeyCode(androidEvent);
			// os::Printer::log("keyCode: ", core::stringc(keyCode).c_str(), ELL_DEBUG);
			
			int32_t keyAction = AKeyEvent_getAction(androidEvent);
			int32_t keyMetaState = AKeyEvent_getMetaState(androidEvent);

			if ( keyCode >= 0 && (u32)keyCode < device->KeyMap.size() )
				event.KeyInput.Key = device->KeyMap[keyCode];
			else
				event.KeyInput.Key = KEY_UNKNOWN;
			event.KeyInput.SystemKeyCode = (u32)keyCode;
			if ( keyAction == AKEY_EVENT_ACTION_DOWN )
				event.KeyInput.PressedDown = true;
			else if ( keyAction == AKEY_EVENT_ACTION_UP )
				event.KeyInput.PressedDown = false;
			else if ( keyAction == AKEY_EVENT_ACTION_MULTIPLE )
			{
				// TODO: Multiple duplicate key events have occurred in a row,
				// or a complex string is being delivered. The repeat_count
				// property of the key event contains the number of times the
				// given key code should be executed.
				// I guess this might necessary for more complicated i18n key input,
				// but don't see yet how to handle this correctly.
			}

			/* no use for meta keys so far.
			if (   keyMetaState & AMETA_ALT_ON
				|| keyMetaState & AMETA_ALT_LEFT_ON
				|| keyMetaState & AMETA_ALT_RIGHT_ON )
				;
			// what is a sym?
			if (   keyMetaState & AMETA_SYM_ON )
				;
			*/
			if (   keyMetaState & AMETA_SHIFT_ON
				|| keyMetaState & AMETA_SHIFT_LEFT_ON
				|| keyMetaState & AMETA_SHIFT_RIGHT_ON )
				event.KeyInput.Shift = true;
			else
				event.KeyInput.Shift = false;
			event.KeyInput.Control = false;

			// Having memory allocations + going through JNI for each key-press is pretty bad (slow).
			// So we do it only for those keys which are likely text-characters and avoid it for all other keys.
			// So it's fast for keys like game controller input and special keys. And text keys are typically
			// only used or entering text and not for gaming on Android, so speed likely doesn't matter there too much.
			if ( event.KeyInput.Key > 0 )
			{
				// TODO:
				// Not sure why we have to attach a JNIEnv here, but it won't work when doing that in the constructor or
				// trying to use the activity->env. My best guess is that the event-handling happens in an own thread.
				// It means JNIEnvAttachedToVM will never get detached as I don't know a safe way where to do that
				// (we could attach & detach each time, but that would probably be slow)
				// Also - it has to be each time as it get's invalid when the application mode changes.
				if ( device->Initialized && device->Android && device->Android->activity && device->Android->activity->vm )
				{
					JavaVMAttachArgs attachArgs;
					attachArgs.version = JNI_VERSION_1_6;
					attachArgs.name = 0;
					attachArgs.group = NULL;

					// Not a big problem calling it each time - it's a no-op when the thread already is attached.
					// And we have to do that as someone else can have detached the thread in the meantime.
					jint result = device->Android->activity->vm->AttachCurrentThread(&device->JNIEnvAttachedToVM, &attachArgs);
					if(result == JNI_ERR)
					{
						os::Printer::log("AttachCurrentThread for the JNI environment failed.", ELL_WARNING);
						device->JNIEnvAttachedToVM = 0;
					}

					if ( device->JNIEnvAttachedToVM )
					{
						jni::CKeyEventWrapper * keyEventWrapper = new jni::CKeyEventWrapper(device->JNIEnvAttachedToVM, keyAction, keyCode);
						event.KeyInput.Char = keyEventWrapper->getUnicodeChar(keyMetaState);
						delete keyEventWrapper;
					}
				}
				if ( event.KeyInput.Key == KEY_BACK )
				{
					event.KeyInput.Char =  0x08;	// same key-code as on other operating systems. Otherwise we have to handle too much system specific stuff in the editbox.
				}
				//os::Printer::log("char-code: ", core::stringc((int)event.KeyInput.Char).c_str(), ELL_DEBUG);
				
			}
			else
			{
				// os::Printer::log("keyCode: ", core::stringc(keyCode).c_str(), ELL_DEBUG);
				event.KeyInput.Char = 0;
			}

			device->postEventFromUser(event);
		}
		break;
		default:
		break;
	}

	return status;
}
int32_t CPUT_OGL::cput_handle_input(struct android_app* app, AInputEvent* event)
{    
	int n;
    MySample *pSample = (MySample *)app->userData;
	int lEventType = AInputEvent_getType(event);
    static float drag_center_x = 0.0f, drag_center_y = 0.0f;
    static float dist_squared = 0.0f;
    static bool isPanning = false;
    
    switch (lEventType) 
	{
        case AINPUT_EVENT_TYPE_MOTION:
			{
                ndk_helper::GESTURE_STATE doubleTapState = pSample->mDoubletapDetector.Detect(event);
                ndk_helper::GESTURE_STATE dragState      = pSample->mDragDetector.Detect(event);
                ndk_helper::GESTURE_STATE pinchState     = pSample->mPinchDetector.Detect(event);

                if( doubleTapState == ndk_helper::GESTURE_STATE_ACTION )
                {
                    LOGI("DOUBLE TAP RECEIVED");
                }
                else
                {
                    //Handle drag state
                    if( dragState & ndk_helper::GESTURE_STATE_START )
                    {
                        if (isPanning == false) {
                            //LOGI("GESTURE_STATE_START - drag");
                            ndk_helper::Vec2 v;
                            float x, y;
                            pSample->mDragDetector.GetPointer( v );

                            v.Value(x, y);
                            //LOGI("     TOUCH POINT: %f, %f", x, y);
                            pSample->CPUTHandleMouseEvent(x, y, 0.0f, CPUT_MOUSE_LEFT_DOWN);
                        }
                    }
                    else if( dragState & ndk_helper::GESTURE_STATE_MOVE )
                    {
                        if (isPanning == false) {
                            //LOGI("GESTURE_STATE_MOVE - drag");
                            ndk_helper::Vec2 v;
                            float x, y;
                            pSample->mDragDetector.GetPointer( v );
                            v.Value(x, y);
                            pSample->CPUTHandleMouseEvent(x, y, 0.0f, CPUT_MOUSE_LEFT_DOWN);
                        }
                    }
                    else if( dragState & ndk_helper::GESTURE_STATE_END )
                    {
                        pSample->CPUTHandleMouseEvent(0.0f, 0.0f, 0.0f, CPUT_MOUSE_NONE );
                        pSample->HandleKeyboardEvent(KEY_A, CPUT_KEY_UP);
                        pSample->HandleKeyboardEvent(KEY_D, CPUT_KEY_UP);
                        pSample->HandleKeyboardEvent(KEY_E, CPUT_KEY_UP);
                        pSample->HandleKeyboardEvent(KEY_W, CPUT_KEY_UP);
                        pSample->HandleKeyboardEvent(KEY_S, CPUT_KEY_UP);
                        pSample->HandleKeyboardEvent(KEY_Q, CPUT_KEY_UP);
                        isPanning = false;
                        //LOGI("GESTURE_STATE_END - drag");
                    }

                    //Handle pinch state
                    if( pinchState & ndk_helper::GESTURE_STATE_START )
                    {
                        if (isPanning == false) {
                            //LOGI("GESTURE_STATE_START - pinch");
                            //Start new pinch
                            ndk_helper::Vec2 v1;
                            ndk_helper::Vec2 v2;
                            float x1, y1, x2, y2;
                            pSample->mPinchDetector.GetPointers( v1, v2 );
                            v1.Value(x1, y1);
                            v2.Value(x2, y2);
                            drag_center_x = (x1 + x2) / 2.0f;
                            drag_center_y = (y1 + y2) / 2.0f;
                            dist_squared = ((x2 - x1) * (x2 - x1)) + ((y2 - y1) * (y2 - y1));
                        }
                   }
                    else if( pinchState & ndk_helper::GESTURE_STATE_MOVE )
                    {
                        isPanning = true;

                        CPUTKey key = (CPUTKey)0;
                        CPUTKeyState state = (CPUTKeyState)0;

                        //LOGI("GESTURE_STATE_MOVE - pinch");
                        
                        ndk_helper::Vec2 v1;
                        ndk_helper::Vec2 v2;
                        float x1, y1, x2, y2;
                        float new_center_x, new_center_y;
                        float new_dist_squared;
                        float delta_x, delta_y;
                        pSample->mPinchDetector.GetPointers( v1, v2 );
                        v1.Value(x1, y1);
                        v2.Value(x2, y2);
                            
                        new_center_x = (x1 + x2) / 2.0f;
                        new_center_y = (y1 + y2) / 2.0f;

                        new_dist_squared = ((x2 - x1) * (x2 - x1)) + ((y2 - y1) * (y2 - y1));

                        delta_x = drag_center_x - new_center_x;
                        delta_y = drag_center_y - new_center_y;

                        //
                        // For each direction of movement, the opposite direction is cancelled (KEY_UP)
                        //

                        // Handle pinch and zoom actions
                        if (abs(new_dist_squared - dist_squared) > 1000.0f) {
                            if (new_dist_squared < dist_squared) {
                                pSample->HandleKeyboardEvent(KEY_S, CPUT_KEY_UP);
                                pSample->HandleKeyboardEvent(KEY_W, CPUT_KEY_DOWN);
                            } else {
                                pSample->HandleKeyboardEvent(KEY_W, CPUT_KEY_UP);
                                pSample->HandleKeyboardEvent(KEY_S, CPUT_KEY_DOWN);
                            } 
                        } else {
                            pSample->HandleKeyboardEvent(KEY_W, CPUT_KEY_UP);
                            pSample->HandleKeyboardEvent(KEY_S, CPUT_KEY_UP);
                        }

                        // handle left and right drag
                        if (delta_x >= 2.0f) {
                            pSample->HandleKeyboardEvent(KEY_A, CPUT_KEY_DOWN);
                            pSample->HandleKeyboardEvent(KEY_D, CPUT_KEY_UP);
                        } else if (delta_x <= -2.0f) {
                            pSample->HandleKeyboardEvent(KEY_D, CPUT_KEY_DOWN);
                            pSample->HandleKeyboardEvent(KEY_A, CPUT_KEY_UP);
                        } else if (delta_x < 2.0 && delta_x > -2.0) {
                            pSample->HandleKeyboardEvent(KEY_A, CPUT_KEY_UP);
                            pSample->HandleKeyboardEvent(KEY_D, CPUT_KEY_UP);
                        }

                        // handle up and down drag
                        if (delta_y >= 2.0f) {
                            pSample->HandleKeyboardEvent(KEY_Q, CPUT_KEY_UP);
                            pSample->HandleKeyboardEvent(KEY_E, CPUT_KEY_DOWN);
                        } else if (delta_y <= -2.0f) {
                            pSample->HandleKeyboardEvent(KEY_E, CPUT_KEY_UP);
                            pSample->HandleKeyboardEvent(KEY_Q, CPUT_KEY_DOWN);
                        } else if (delta_y < 2.0 && delta_y > -2.0) {
                            pSample->HandleKeyboardEvent(KEY_E, CPUT_KEY_UP);
                            pSample->HandleKeyboardEvent(KEY_Q, CPUT_KEY_UP);
                        }

                        // current values become old values for next frame
                        dist_squared = new_dist_squared;
                        drag_center_x = new_center_x;
                        drag_center_y = new_center_y;
                    }
                }
                
			}
		case AINPUT_EVENT_TYPE_KEY:
			{
				int aKey = AKeyEvent_getKeyCode(event);
				CPUTKey cputKey = ConvertToCPUTKey(aKey);
				int aAction = AKeyEvent_getAction(event);
				CPUTKeyState cputKeyState = ConvertToCPUTKeyState(aAction);
				pSample->CPUTHandleKeyboardEvent(cputKey, cputKeyState);
				return 1;
			}
		default:
			return 0;
    }
    
    return 0;
}
Exemple #7
0
static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) {
	engine* e = (engine*)app->userData;

	if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY) {

		int32_t key = AKeyEvent_getKeyCode(event);
		int32_t key_action = AKeyEvent_getAction(event);

		if (key == AKEYCODE_BACK) {

			LOGD( "engine_handle_input", "AKEYCODE_BACK");

			if (key_action == AKEY_EVENT_ACTION_UP) {
				LOGD("engine_handle_input", "AKEY_EVENT_ACTION_UP");
			}

	        return 1; // <-- prevent default handler
		}

		if (key == AKEYCODE_MENU) {

			LOGD( "engine_handle_input", "AKEYCODE_MENU");

			if (key_action == AKEY_EVENT_ACTION_UP) {
				LOGD("engine_handle_input", "AKEY_EVENT_ACTION_UP");
			}

	        return 1; // <-- prevent default handler
		}

/*		if (key == AKEYCODE_HOME) {
			LOGD( "engine_handle_input", "AKEYCODE_HOME");
			if (key_action == AKEY_EVENT_ACTION_UP) {
				LOGD("engine_handle_input", "AKEY_EVENT_ACTION_UP");
			}
	        return 1; // <-- prevent default handler
		}

		if (key == AKEYCODE_VOLUME_UP) {
			LOGD( "engine_handle_input", "AKEYCODE_VOLUME_UP");
			if (key_action == AKEY_EVENT_ACTION_UP) {
				LOGD("engine_handle_input", "AKEY_EVENT_ACTION_UP");
			}
	        return 1; // <-- prevent default handler
		}

		if (key == AKEYCODE_VOLUME_DOWN) {
			LOGD( "engine_handle_input", "AKEYCODE_VOLUME_DOWN");
			if (key_action == AKEY_EVENT_ACTION_UP) {
				LOGD("engine_handle_input", "AKEY_EVENT_ACTION_UP");
			}
	        return 1; // <-- prevent default handler
		}*/
	}

    int index = 0;
    int touch_max = 5;
	if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {

		if (touch_enabled) {

			int p;
			int action = AKeyEvent_getAction(event);
			switch (action & AMOTION_EVENT_ACTION_MASK) {
			case AMOTION_EVENT_ACTION_DOWN:
				LOGDw("engine_handle_input", "AMOTION_EVENT_ACTION_DOWN");
				touch_branching(AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0));
				e->animating = 1;
				break;

			case AMOTION_EVENT_ACTION_POINTER_DOWN:
				LOGDw(
						"engine_handle_input", "AMOTION_EVENT_ACTION_POINTER_DOWN");

				/* Bits in the action code that represent a pointer index, used with
				 * AMOTION_EVENT_ACTION_POINTER_DOWN and AMOTION_EVENT_ACTION_POINTER_UP.  Shifting
				 * down by AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT provides the actual pointer
				 * index where the data for the pointer going up or down can be found.
				 */
				//  AMOTION_EVENT_ACTION_POINTER_INDEX_MASK  = 0xff00,
				// マルチタッチバグを解決するため、こうやれば一番いい。
				size_t pointer_index_mask = (action
						& AMOTION_EVENT_ACTION_POINTER_INDEX_MASK)
						>> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;

				trigger_note(AMotionEvent_getX(event, pointer_index_mask),
						AMotionEvent_getY(event, pointer_index_mask));
				set_parts_active();
				LOGD("engine_handle_input", "pointer_index_mask: %d", pointer_index_mask);
				break;
			}
			return 1;
		}
	}
	return 0;
}
Exemple #8
0
int WindowImplAndroid::processEvent(int fd, int events, void* data)
{
    ActivityStates* states = getActivity(NULL);
    Lock lock(states->mutex);

    AInputEvent* _event = NULL;

    if (AInputQueue_getEvent(states->inputQueue, &_event) >= 0)
    {
        if (AInputQueue_preDispatchEvent(states->inputQueue, _event))
            return 1;

        int handled = 0;

        int32_t type = AInputEvent_getType(_event);

        if (type == AINPUT_EVENT_TYPE_KEY)
        {
            int32_t action = AKeyEvent_getAction(_event);
            int32_t key = AKeyEvent_getKeyCode(_event);

            if ((action == AKEY_EVENT_ACTION_DOWN || action == AKEY_EVENT_ACTION_UP || action == AKEY_EVENT_ACTION_MULTIPLE) &&
                key != AKEYCODE_VOLUME_UP && key != AKEYCODE_VOLUME_DOWN)
            {
                handled = processKeyEvent(_event, states);
            }
        }
        else if (type == AINPUT_EVENT_TYPE_MOTION)
        {
            int32_t action = AMotionEvent_getAction(_event);

            switch (action & AMOTION_EVENT_ACTION_MASK)
            {
                case AMOTION_EVENT_ACTION_SCROLL:
                {
                    handled = processScrollEvent(_event, states);
                    break;
                }

                // todo: should hover_move indeed trigger the event?
                // case AMOTION_EVENT_ACTION_HOVER_MOVE:
                case AMOTION_EVENT_ACTION_MOVE:
                {
                    handled = processMotionEvent(_event, states);
                    break;
                }

                // todo: investigate AMOTION_EVENT_OUTSIDE
                case AMOTION_EVENT_ACTION_POINTER_DOWN:
                case AMOTION_EVENT_ACTION_DOWN:
                {
                    handled = processPointerEvent(true, _event, states);
                    break;
                }

                case AMOTION_EVENT_ACTION_POINTER_UP:
                case AMOTION_EVENT_ACTION_UP:
                case AMOTION_EVENT_ACTION_CANCEL:
                {
                    handled = processPointerEvent(false, _event, states);
                    break;
                }
            }

        }

        AInputQueue_finishEvent(states->inputQueue, _event, handled);
    }

    return 1;
}
Exemple #9
0
static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) 
{
	struct engineState* engine = (struct engineState*)app->userData;

	if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) 
	{

		int source = AInputEvent_getSource(event);

		if (source == AINPUT_SOURCE_TOUCHSCREEN)
		{
			float x = AMotionEvent_getX(event, 0);
			float y = AMotionEvent_getY(event, 0);

			engine->instance->getAndroidInputSystem()->handleTouchInput(x, y);

			return 1;
		}

		if (source == AINPUT_SOURCE_JOYSTICK)
		{
			float x = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_X, 0);
			float y = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_Y, 0);

			int devId = AInputEvent_getDeviceId(event);

			LOG_INFO("dev: " << devId << " pos: " << x << ":" << y);
		}

		return 0;
	}

	if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY) 
	{
		int32_t source = AInputEvent_getSource(event);
		int32_t code = AKeyEvent_getKeyCode(event);
		int32_t action = AKeyEvent_getAction(event);

		LOG_INFO("Code: " << code << " Action: " << action);

		engine::input::KeyCode keycode = engine::input::KEY_VOID;

		switch (code)
		{
			case 96:
				keycode = engine::input::BUTTON_A;
				break;
			case 99:
				keycode = engine::input::BUTTON_X;
				break;
			case 100:
				keycode = engine::input::BUTTON_Y;
				break;
			case 97:
				keycode = engine::input::BUTTON_B;
				break;
		}

		if (action == 1)
			engine->instance->getInputSystem()->keyUp(keycode);
		else
			engine->instance->getInputSystem()->keyDown(keycode);

		return 1;
	}

	return 0;
}
Exemple #10
0
//callback
extern int32_t __android_handle_input(struct android_app* app, AInputEvent* event){

		/*
		Input source
		*/
		int nSourceId = AInputEvent_getSource( event );
		//not supported device?
		if (!(nSourceId == AINPUT_SOURCE_TOUCHPAD  || 
			  nSourceId == AINPUT_SOURCE_KEYBOARD || 
			  nSourceId == AINPUT_SOURCE_TOUCHSCREEN))
	    	return 0;  
	    //keyboard
	    if(nSourceId == AINPUT_SOURCE_KEYBOARD)
	    {
		    if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY) 
		    { //keybord down
				 //get key code
				 unsigned int keyAction =  AKeyEvent_getAction(event);
				 //
				 if( keyDown && keyAction == AKEY_EVENT_ACTION_DOWN )
				 {
				 	keyDown(app->userData,AKeyEvent_getKeyCode(event));
				 }
				 else if( keyUp && keyAction == AKEY_EVENT_ACTION_UP )
				 {
				 	keyUp(app->userData,AKeyEvent_getKeyCode(event));
				 }
				 else 
				 {
				 	return 0;
				 }
				 return 1;
			}
			return 0;
		}
	    //action
	    unsigned int unmaskAction = AMotionEvent_getAction(event);
	    //base action
		unsigned int action = unmaskAction & AMOTION_EVENT_ACTION_MASK; 
		//pointer action
        unsigned int actionPointerIndex = (unmaskAction & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK);
        			 actionPointerIndex >>= AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
        
		if (action == AMOTION_EVENT_ACTION_DOWN) { //all down
			if(fingerDown){
				int count = AMotionEvent_getPointerCount(event);
				int i = 0;
				for(;i < count ; i++) {
						unsigned int pointerFingerId = AMotionEvent_getPointerId(event, i);
						fingerDown(app->userData,pointerFingerId,
												 AMotionEvent_getX(event, i),
												 AMotionEvent_getY(event, i),
												 AMotionEvent_getPressure(event, i));
				}
			}
		} else if (action == AMOTION_EVENT_ACTION_POINTER_DOWN ) { //one down
			if(fingerDown){
				int count = AMotionEvent_getPointerCount(event);
				int i = 0;
				for(;i < count ; i++) {
					unsigned int pointerFingerId = AMotionEvent_getPointerId(event, i);
					if( pointerFingerId==actionPointerIndex ) {
						fingerDown(app->userData,pointerFingerId,
												 AMotionEvent_getX(event, i),
												 AMotionEvent_getY(event, i),
												 AMotionEvent_getPressure(event, i));
					}
				}
			}
		} else if (action == AMOTION_EVENT_ACTION_UP) { //up all			
			if(fingerUp){
				int count = AMotionEvent_getPointerCount(event);
				int i = 0;
				for(;i < count ; i++) {
					unsigned int pointerFingerId = AMotionEvent_getPointerId(event, i);
					fingerUp(app->userData,pointerFingerId,
									       AMotionEvent_getX(event, i),
										   AMotionEvent_getY(event, i),
										   AMotionEvent_getPressure(event, i));
				}
			}
		} else if (action == AMOTION_EVENT_ACTION_POINTER_UP) { //up one			
			if(fingerUp){
				int count = AMotionEvent_getPointerCount(event);
				int i = 0;
				for(;i < count ; i++) {
					unsigned int pointerFingerId = AMotionEvent_getPointerId(event, i);
					if( pointerFingerId==actionPointerIndex ) {
						fingerUp(app->userData,pointerFingerId,
										       AMotionEvent_getX(event, i),
											   AMotionEvent_getY(event, i),
											   AMotionEvent_getPressure(event, i));
					}
				}
			}
		} else if (action == AMOTION_EVENT_ACTION_MOVE) { //move
			if(fingerMove){
				int count = AMotionEvent_getPointerCount(event);
				int i = 0;
				for(;i < count ; i++) {
						unsigned int pointerFingerId = AMotionEvent_getPointerId(event, i);
						fingerMove(app->userData,pointerFingerId,
												 AMotionEvent_getX(event, i),
												 AMotionEvent_getY(event, i),
												 AMotionEvent_getPressure(event, i));
				}
			}
		} else if (action == AMOTION_EVENT_ACTION_CANCEL) {                                  
		} else {
			return 0;
		}
	return 1;
}
Exemple #11
0
bool NvGamepadAndroid::processEvent(AInputEvent* event, uint32_t& changedMask) {
    int32_t eventType = AInputEvent_getType(event);

    // Hack - pad 0 only for now...
    State& state = mStates[0];

    if (eventType == AINPUT_EVENT_TYPE_MOTION)
    {
        if (AINPUT_SOURCE_JOYSTICK == AInputEvent_getSource(event))
        {
            state.mThumbLX = MapCenteredAxis(event, AMOTION_EVENT_AXIS_X);
            state.mThumbLY = MapCenteredAxis(event, AMOTION_EVENT_AXIS_Y);
            state.mThumbRX = MapCenteredAxis(event, AMOTION_EVENT_AXIS_Z);
            state.mThumbRY = MapCenteredAxis(event, AMOTION_EVENT_AXIS_RZ);

            ProcessDPAD(event, state);

            // need to map bot pairs of axes as of Android L
            {
                float lTrigger = MapAxis(event, AMOTION_EVENT_AXIS_LTRIGGER);
                float brake = MapAxis(event, AMOTION_EVENT_AXIS_BRAKE);
                state.mLeftTrigger = (lTrigger > brake) ? lTrigger : brake;
            }
            {
                float gas = MapAxis(event, AMOTION_EVENT_AXIS_GAS);
                float rTrigger = MapAxis(event, AMOTION_EVENT_AXIS_RTRIGGER);
                state.mRightTrigger = (rTrigger > gas) ? rTrigger : gas;
            }

            state.mTimestamp++;
            changedMask |= 1;

            return true;
        }
    } else if (eventType == AINPUT_EVENT_TYPE_KEY) {
        int32_t source = AInputEvent_getSource(event);
        int32_t code = AKeyEvent_getKeyCode((const AInputEvent*)event);
        int32_t action = AKeyEvent_getAction((const AInputEvent*)event);

        bool down = (action == AKEY_EVENT_ACTION_UP) ? false : true;
        uint32_t button = 0;

        switch (code) {
        case AKEYCODE_BUTTON_THUMBL:
            button = BUTTON_LEFT_THUMB;
            break;
        case AKEYCODE_BUTTON_THUMBR:
            button = BUTTON_RIGHT_THUMB;
            break;
        case AKEYCODE_DPAD_UP:
            button = BUTTON_DPAD_UP;
            break;
        case AKEYCODE_DPAD_DOWN:
            button = BUTTON_DPAD_DOWN;
            break;
        case AKEYCODE_DPAD_LEFT:
            button = BUTTON_DPAD_LEFT;
            break;
        case AKEYCODE_DPAD_RIGHT:
            button = BUTTON_DPAD_RIGHT;
            break;
        case AKEYCODE_DPAD_CENTER:
            button = BUTTON_CENTER;
            break;
        case AKEYCODE_BUTTON_L1:
            button = BUTTON_LEFT_SHOULDER;
            break;
        case AKEYCODE_BUTTON_R1:
            button = BUTTON_RIGHT_SHOULDER;
            break;
        case AKEYCODE_BUTTON_START:
            button = BUTTON_START;
            break;
        case AKEYCODE_BUTTON_A:
            button = BUTTON_A;
            break;
        case AKEYCODE_BUTTON_B:
            button = BUTTON_B;
            break;
        case AKEYCODE_BUTTON_X:
            button = BUTTON_X;
            break;
        case AKEYCODE_BUTTON_Y:
            button = BUTTON_Y;
            break;
        case AKEYCODE_MEDIA_PLAY_PAUSE:
            button = BUTTON_PLAY_PAUSE;
            break;
        default:
#ifdef _DEBUG
            __android_log_print(ANDROID_LOG_VERBOSE, "NvGamepad",  "unknown button 0x%0x", code);
#endif
            return false;
        };

        if (button) {
            if (UpdateButtonMask(down, state.mButtons, button)) {
                changedMask |= 1;
                state.mTimestamp++;
            }
            return true;
        }
    }

    return false;
}
Exemple #12
0
static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) 
{

	struct engine* engine = (struct engine*)app->userData;

	int pointers = AMotionEvent_getPointerCount(event);

	if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {

		int pointers = AMotionEvent_getPointerCount(event);

		switch(pointers) {

		case 1:
			//rotation
			if(AKeyEvent_getAction(event) == AMOTION_EVENT_ACTION_DOWN ) 
			{

						X1 = AMotionEvent_getX(event, 0);
						Y1 = AMotionEvent_getY(event, 0);

						return 1;
					}
					else if(AKeyEvent_getAction(event) == AMOTION_EVENT_ACTION_UP) 
					{
						// Do nothing
					}
					else if(AKeyEvent_getAction(event) == AMOTION_EVENT_ACTION_MOVE )
					{

						float dx = AMotionEvent_getX(event, 0) - X1;
						float dy = AMotionEvent_getY(event, 0) - Y1;

						touchRotate(-dx,-dy);

						X1 = AMotionEvent_getX(event, 0);
						Y1 = AMotionEvent_getY(event, 0);
					}

			break;
		case 2:
			//pinch/zoom (multitouch)

			if(AKeyEvent_getAction(event) == AMOTION_EVENT_ACTION_DOWN )
			{

				X1 = AMotionEvent_getX(event, 0);
				Y1 = AMotionEvent_getY(event, 0);
				X2 = AMotionEvent_getX(event, 1);
				Y2 = AMotionEvent_getY(event, 1);


				double dx = abs((double) (X2 - X1));
				double dy = abs((double) (Y2 - Y1));
				S = (float) sqrt((dx * dx) + (dy * dy));
			}

			else if(AKeyEvent_getAction(event) == AMOTION_EVENT_ACTION_MOVE )
			{
				float x1 = 0.0F;
				float y1 = 0.0F;
				float x2 = 0.0F;
				float y2 = 0.0F;

				// some unknown device throws an exception here
				x1 = AMotionEvent_getX(event, 0);
				y1 = AMotionEvent_getY(event, 0);
				x2 = AMotionEvent_getX(event, 1);
				y2 = AMotionEvent_getY(event, 1);

				double dx = abs((double) (x2 - x1));
				double dy = abs((double) (y2 - y1));
				float s = (float) sqrt((dx * dx) + (dy * dy));

				touchScale(4.0f * (S - s));

				//LOGI("S-s: %f",S-s);
				X1 = x1;
				Y1 = y1;
				X2 = x2;
				Y2 = y2;
				S = s;
			}
			break;

		case 3:
			//3 finger tap to switch shaders
			//LOGI("action: %i%",AKeyEvent_getAction(event));

			if(AKeyEvent_getAction(event) == AMOTION_EVENT_ACTION_UP || AKeyEvent_getAction(event) == AMOTION_EVENT_ACTION_POINTER_UP ) 
			{
				LOGI("3 finger tap UP");
				ShaderToUse ++;
				if(ShaderToUse>2)
					ShaderToUse=0;
			}

		}
	}

    return 0;
}
/**
 * Process the next input event.
 */
int32_t Engine::handleInput(AInputEvent* event) {
    if (mCallbacks && mGamepad->pollGamepads(event, mPadChangedMask))
        return true;
    else if (NULL==mCallbacks)
        return false;

    if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
        bool handled = false;
        int32_t pointerCount = AMotionEvent_getPointerCount(event);
        int32_t action = amotion_getActionMasked(event);
        int32_t pointerIndex = amotion_getActionIndex(event);

        float x=0, y=0;
        NvPointerEvent p[20]; // !!!!!TBD  should use linkedlist or app-member struct or something?  TODO
        NvInputDeviceType::Enum dev = NvInputDeviceType::TOUCH;
        // loop over pointercount and copy data
        // !!!!TBD TODO, might need to ensure that p[0] is always the data from the first-finger-touched ID...
        for (int i=0; i<pointerCount; i++) {
            x = AMotionEvent_getX(event, i);
            y = AMotionEvent_getY(event, i);
            p[i].m_x = x;
            p[i].m_y = y;
            p[i].m_id = AMotionEvent_getPointerId(event, i);
            // then figure out tool/device enum...
            int32_t tool = AMotionEvent_getToolType(event, i);
            if (tool==AMOTION_EVENT_TOOL_TYPE_STYLUS ||
                tool==AMOTION_EVENT_TOOL_TYPE_ERASER)//!!!!TBD TODO
                dev = NvInputDeviceType::STYLUS;
            else if (tool==AMOTION_EVENT_TOOL_TYPE_MOUSE)
                dev = NvInputDeviceType::MOUSE;
            else
                dev = NvInputDeviceType::TOUCH;
            // else we assume == FINGER... if unknown, treat as FINGER. TODO.
            p[i].m_device = dev;
        }

        mState.x = x;
        mState.y = y;
    
        NvPointerActionType::Enum pact;

        switch(action)
        {
        case AMOTION_EVENT_ACTION_DOWN:
            pact = NvPointerActionType::DOWN;
            break;
        case AMOTION_EVENT_ACTION_POINTER_DOWN:
            pact = NvPointerActionType::EXTRA_DOWN;
            break;
        case AMOTION_EVENT_ACTION_UP:
            pact = NvPointerActionType::UP;
            break;
        case AMOTION_EVENT_ACTION_POINTER_UP:
            pact = NvPointerActionType::EXTRA_UP;
            break;
        case AMOTION_EVENT_ACTION_MOVE:
            pact = NvPointerActionType::MOTION;
            break;
        case AMOTION_EVENT_ACTION_CANCEL:
            pact = NvPointerActionType::UP;
            pointerCount = 0; // clear.
            break;
        }

        const int64_t timestamp = AMotionEvent_getEventTime((const AInputEvent*)event);
        handled = mCallbacks->pointerInput(dev, pact, 0, pointerCount, p, timestamp);
        // return code handling...
        if (pact==NvPointerActionType::UP)
            return 1;
        return handled ? 1 : 0;
    } else if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY) {
        bool handled = false;
        int32_t source = AInputEvent_getSource(event);
        int32_t code = AKeyEvent_getKeyCode((const AInputEvent*)event);
        int32_t action = AKeyEvent_getAction((const AInputEvent*)event);

        bool down = (action != AKEY_EVENT_ACTION_UP) ? true : false;

        if (mCallbacks) {
            handled = mCallbacks->keyInput(code, 
                down ? NvKeyActionType::DOWN : NvKeyActionType::UP);

            if (!handled && down) {
                uint8_t c = mapAndroidCodeToChar(code);
                if (c)
                    handled = mCallbacks->characterInput(c);
            }
        }

        return handled ? 1 : 0;
    }

    return 0;
}
/*****************************************************************************
 Global code
*****************************************************************************/
static int32_t handle_input(struct android_app* app, AInputEvent* event)
{
	PVRShellInit* init = (PVRShellInit*) app->userData;

	if(init)
	{
		switch(AInputEvent_getType(event))
		{
			case AINPUT_EVENT_TYPE_KEY: // Handle keyboard events
			{
				switch(AKeyEvent_getAction(event))
				{
					case AKEY_EVENT_ACTION_DOWN:
					{
						switch(AKeyEvent_getKeyCode(event))
						{
							case AKEYCODE_Q:			init->KeyPressed(PVRShellKeyNameQUIT);		break;
							case AKEYCODE_BACK:			init->KeyPressed(PVRShellKeyNameQUIT);		break;
							case AKEYCODE_DPAD_CENTER:	init->KeyPressed(PVRShellKeyNameSELECT);	break;
							case AKEYCODE_SPACE: 		init->KeyPressed(PVRShellKeyNameACTION1); 	break;
							case AKEYCODE_SHIFT_LEFT: 	init->KeyPressed(PVRShellKeyNameACTION2); 	break;
							case AKEYCODE_DPAD_UP: 		init->KeyPressed(init->m_eKeyMapUP); 		break;
							case AKEYCODE_DPAD_DOWN: 	init->KeyPressed(init->m_eKeyMapDOWN); 		break;
							case AKEYCODE_DPAD_LEFT: 	init->KeyPressed(init->m_eKeyMapLEFT);  	break;
							case AKEYCODE_DPAD_RIGHT: 	init->KeyPressed(init->m_eKeyMapRIGHT); 	break;
							case AKEYCODE_S: 			init->KeyPressed(PVRShellKeyNameScreenshot);break;
							default:
								break;
						}
					}
					return 1;

					default:
						break;
				}
				return 1;
			}
			case AINPUT_EVENT_TYPE_MOTION: // Handle touch events
			{
				switch(AMotionEvent_getAction(event))
				{
					case AMOTION_EVENT_ACTION_DOWN:
					{
						PVRShell *pShell = init->m_pShell;
						if(pShell)
						{
							float vec2TouchPosition[2] = { AMotionEvent_getX(event, 0) / pShell->PVRShellGet(prefWidth), AMotionEvent_getY(event, 0) / pShell->PVRShellGet(prefHeight) };
							init->TouchBegan(vec2TouchPosition);
						}
						break;
					}
					case AMOTION_EVENT_ACTION_MOVE:
					{
						PVRShell *pShell = init->m_pShell;

						if(pShell)
						{
							float vec2TouchPosition[2] = { AMotionEvent_getX(event, 0) / pShell->PVRShellGet(prefWidth), AMotionEvent_getY(event, 0) / pShell->PVRShellGet(prefHeight) };
							init->TouchMoved(vec2TouchPosition);
						}
						break;
					}
					case AMOTION_EVENT_ACTION_UP:
					{
						PVRShell *pShell = init->m_pShell;
						if(pShell)
						{
							float vec2TouchPosition[2] = { AMotionEvent_getX(event, 0) / pShell->PVRShellGet(prefWidth), AMotionEvent_getY(event, 0) / pShell->PVRShellGet(prefHeight) };
							init->TouchEnded(vec2TouchPosition);
						}
						break;
					}
				}
				return 1;
			}
		}
	}

    return 1;
}
Exemple #15
0
/**
 * Process the next input event.
 */
static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) {
    struct engine* engine = (struct engine*)app->userData;

    const int32_t input_type = AInputEvent_getType(event);
    
    if (input_type == AINPUT_EVENT_TYPE_MOTION) {
        engine->has_focus = 1;        
        
        const float x = AMotionEvent_getX(event, 0);
        const float y = AMotionEvent_getY(event, 0);
        const int32_t actionAndPtr = AMotionEvent_getAction(event);
        const int32_t action = AMOTION_EVENT_ACTION_MASK & actionAndPtr;
//        const int32_t ptrindex = (AMOTION_EVENT_ACTION_POINTER_INDEX_MASK & actionAndPtr) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
                
        const size_t num_ptrs = AMotionEvent_getPointerCount(event);
        
        switch(action)
        {
        case AMOTION_EVENT_ACTION_UP:
        case AMOTION_EVENT_ACTION_POINTER_UP:
            UnpressAll();
            break;
        case AMOTION_EVENT_ACTION_DOWN:
        case AMOTION_EVENT_ACTION_POINTER_DOWN:
            UnpressAll();
            if(num_ptrs <=2) {
                const int button = (num_ptrs==1) ? 0 : 2;
                pangolin::process::Mouse(button, 0, x, y);
            }
            break;
        case AMOTION_EVENT_ACTION_MOVE:
            if(num_ptrs == 3) {
                const double dx = x - process::last_x;
                const double dy = y - process::last_y;
                process::last_x = x;
                process::last_y = y;
                pangolin::process::Scroll(dx,dy);
            }else{
                pangolin::process::MouseMotion(x,y);
            }
            break;
        default:
            break;
        }
        
        return 1;
    }else if(AINPUT_EVENT_TYPE_KEY) {
        static bool shift = false;
        
        const int32_t action = AKeyEvent_getAction(event);
        const int32_t keycode  = AKeyEvent_getKeyCode(event);
        
        if(keycode == AKEYCODE_SHIFT_LEFT) {
            shift = (action == AKEY_EVENT_ACTION_DOWN);
            return 1;
        }
        
        unsigned char key = PangolinKeyFromAndroidKeycode(keycode, shift);
        
        if(action == AKEY_EVENT_ACTION_DOWN) {
            pangolin::process::Keyboard(key, pangolin::process::last_x,pangolin::process::last_y);
        }else{
            pangolin::process::KeyboardUp(key, pangolin::process::last_x,pangolin::process::last_y);
        }
    }
    return 1;
}
Exemple #16
0
							, pointerId
							, xx
							, yy
							, 0.0f
							);
					}
				}
				break;
			}

			return 1;
		}
		else if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY)
		{
			const int32_t keyCode = AKeyEvent_getKeyCode(event);
			const int32_t keyAction = AKeyEvent_getAction(event);

			if (keyCode == AKEYCODE_BACK)
			{
				deviceEventQueue.pushButtonEvent(InputDeviceType::KEYBOARD
					, 0
					, KeyboardButton::ESCAPE
					, keyaction == AKEY_EVENT_ACTION_DOWN ? true : false
					);
			}

			return 1;
		}

		return 0;
	}
Exemple #17
0
/*****************************************************************************
 Global code
*****************************************************************************/
static int32_t handle_input(struct android_app* app, AInputEvent* event)
{
	//PVRShellInit* init = (PVRShellInit*) app->userData;

// 	if(init)
// 	{
		switch(AInputEvent_getType(event))
		{
			case AINPUT_EVENT_TYPE_KEY: // Handle keyboard events
			{
				switch(AKeyEvent_getAction(event))
				{
					case AKEY_EVENT_ACTION_DOWN:
					{
						switch(AKeyEvent_getKeyCode(event))
						{
// 							case AKEYCODE_Q:			init->KeyPressed(PVRShellKeyNameQUIT);		break;
// 							case AKEYCODE_DPAD_CENTER:	init->KeyPressed(PVRShellKeyNameSELECT);	break;
// 							case AKEYCODE_SPACE: 		init->KeyPressed(PVRShellKeyNameACTION1); 	break;
// 							case AKEYCODE_SHIFT_LEFT: 	init->KeyPressed(PVRShellKeyNameACTION2); 	break;
// 							case AKEYCODE_DPAD_UP: 		init->KeyPressed(init->m_eKeyMapUP); 		break;
// 							case AKEYCODE_DPAD_DOWN: 	init->KeyPressed(init->m_eKeyMapDOWN); 		break;
// 							case AKEYCODE_DPAD_LEFT: 	init->KeyPressed(init->m_eKeyMapLEFT);  	break;
// 							case AKEYCODE_DPAD_RIGHT: 	init->KeyPressed(init->m_eKeyMapRIGHT); 	break;
// 							case AKEYCODE_S: 			init->KeyPressed(PVRShellKeyNameScreenshot);break;
							default:
								break;
						}
					}
					return 1;

					default:
						break;
				}
				return 1;
			}
			case AINPUT_EVENT_TYPE_MOTION: // Handle touch events
			{
				switch(AMotionEvent_getAction(event))
				{
					case AMOTION_EVENT_ACTION_DOWN:
//						init->m_bTouching = true;
					case AMOTION_EVENT_ACTION_MOVE:
					{
// 						PVRShell *pShell = init->m_pShell;
// 
// 						if(pShell)
// 						{
// 							init->m_vec2PointerLocation[0] = AMotionEvent_getX(event, 0) / pShell->PVRShellGet(prefWidth);
// 							init->m_vec2PointerLocation[1] = AMotionEvent_getY(event, 0) / pShell->PVRShellGet(prefHeight);
// 							return 1;
// 						}
						break;
					}
					case AMOTION_EVENT_ACTION_UP:
/*						init->m_bTouching = false;*/
						return 1;
				}
				return 1;
			}
		}
//	}

    return 1;
}
Exemple #18
0
/*
* IN_Android_OnInputEvent
*/
static int32_t IN_Android_OnInputEvent( struct android_app *app, AInputEvent *event )
{
	int32_t type = AInputEvent_getType( event );
	int64_t time;

	if( type == AINPUT_EVENT_TYPE_KEY )
	{
		int32_t keycode = AKeyEvent_getKeyCode( event );
		int key;

		if( keycode >= ( sizeof( s_android_scantokey ) / sizeof( s_android_scantokey[0] ) ) )
			return 0;

		if( ( keycode >= AKEYCODE_DPAD_UP ) && ( keycode <= AKEYCODE_DPAD_RIGHT ) &&
			( AInputEvent_getSource( event ) == AINPUT_SOURCE_KEYBOARD ) )
		{
			key = keycode + ( K_UPARROW - AKEYCODE_DPAD_UP );
		}
		else
		{
			key = s_android_scantokey[keycode];
		}
		if( !key )
			return 0;

		time = AKeyEvent_getEventTime( event ) / ( ( int64_t )1000000 );

		switch( AKeyEvent_getAction( event ) )
		{
		case AKEY_EVENT_ACTION_DOWN:
		case AKEY_EVENT_ACTION_MULTIPLE:
			if( ( key == K_ESCAPE ) && IN_Android_HideSoftKeyboard() ) // Instead of broken AInputQueue_preDispatchEvent.
				return 1;

			Key_Event( key, true, time );

			if( Key_IsDown( K_LCTRL ) || Key_IsDown( K_RCTRL ) )
			{
				if( key == 'v' )
					Key_CharEvent( KC_CTRLV, KC_CTRLV );
				else if( key == 'c' )
					Key_CharEvent( KC_CTRLC, KC_CTRLC );
				else
					Key_CharEvent( key, IN_Android_KeyEvent2UCS( event ) );
			}
			else
			{
				Key_CharEvent( key, IN_Android_KeyEvent2UCS( event ) );
			}
			break;

		case AKEY_EVENT_ACTION_UP:
			Key_Event( key, false, time );
			break;
		}

		return 1;
	}

	if( type == AINPUT_EVENT_TYPE_MOTION )
	{
		int32_t action = AMotionEvent_getAction( event );
		int32_t source = AInputEvent_getSource( event );
		int x, y;

		time = AMotionEvent_getEventTime( event ) / ( ( int64_t )1000000 );

		switch( source )
		{
		case AINPUT_SOURCE_TOUCHSCREEN:
			{
				touchevent_t type;
				size_t i, pointerCount = 0, p;

				switch( action & AMOTION_EVENT_ACTION_MASK )
				{
				case AMOTION_EVENT_ACTION_DOWN:
				case AMOTION_EVENT_ACTION_POINTER_DOWN:
					type = TOUCH_DOWN;
					pointerCount = 1;
					break;
				case AMOTION_EVENT_ACTION_POINTER_UP:
					type = TOUCH_UP;
					pointerCount = 1;
					break;
				case AMOTION_EVENT_ACTION_MOVE:
					type = TOUCH_MOVE;
					pointerCount = AMotionEvent_getPointerCount( event );
					break;
				case AMOTION_EVENT_ACTION_UP:
				case AMOTION_EVENT_ACTION_CANCEL:
				case AMOTION_EVENT_ACTION_OUTSIDE:
					type = TOUCH_UP;
					pointerCount = AMotionEvent_getPointerCount( event );
					break;
				}

				p = action >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
				for( i = 0; i < pointerCount; ++i, ++p )
				{
					if( IN_Android_EventToWindowCoordinates( event, p, &x, &y ) )
						CL_TouchEvent( AMotionEvent_getPointerId( event, p ), type, x, y, time );
				}
			}
			break;

		case AINPUT_SOURCE_JOYSTICK:
			{
				float hatXValue = AMotionEvent_getAxisValue( event, AMOTION_EVENT_AXIS_HAT_X, 0 );
				float hatYValue = AMotionEvent_getAxisValue( event, AMOTION_EVENT_AXIS_HAT_Y, 0 );
				int hatX = 0, hatY = 0;
				static int oldHatX = 0, oldHatY = 0;
				bool leftTrigger, rightTrigger;
				static bool oldLeftTrigger = false, oldRightTrigger = false;

				in_android_thumbsticks[0] = AMotionEvent_getAxisValue( event, AMOTION_EVENT_AXIS_X, 0 );
				in_android_thumbsticks[1] = AMotionEvent_getAxisValue( event, AMOTION_EVENT_AXIS_Y, 0 );
				in_android_thumbsticks[2] = AMotionEvent_getAxisValue( event, AMOTION_EVENT_AXIS_Z, 0 );
				in_android_thumbsticks[3] = AMotionEvent_getAxisValue( event, AMOTION_EVENT_AXIS_RZ, 0 );

				hatX = ( hatXValue > 0.5f ) - ( hatXValue < -0.5f );
				hatY = ( hatYValue > 0.5f ) - ( hatYValue < -0.5f );
				if( hatX != oldHatX )
				{
					if( oldHatX )
						Key_Event( K_DPAD_LEFT + ( oldHatX > 0 ), false, time );
					if( hatX )
						Key_Event( K_DPAD_LEFT + ( hatX > 0 ), true, time );
					oldHatX = hatX;
				}
				if( hatY != oldHatY )
				{
					if( oldHatY )
						Key_Event( K_DPAD_UP + ( oldHatY > 0 ), false, time );
					if( hatY )
						Key_Event( K_DPAD_UP + ( hatY > 0 ), true, time );
					oldHatY = hatY;
				}

				leftTrigger = ( AMotionEvent_getAxisValue( event, AMOTION_EVENT_AXIS_BRAKE, 0 ) > ( 30.0f / 255.0f ) )
					|| ( AMotionEvent_getAxisValue( event, AMOTION_EVENT_AXIS_LTRIGGER, 0 ) > ( 30.0f / 255.0f ) );
				rightTrigger = ( AMotionEvent_getAxisValue( event, AMOTION_EVENT_AXIS_GAS, 0 ) > ( 30.0f / 255.0f ) )
					|| ( AMotionEvent_getAxisValue( event, AMOTION_EVENT_AXIS_RTRIGGER, 0 ) > ( 30.0f / 255.0f ) );
				if( leftTrigger != oldLeftTrigger )
				{
					Key_Event( K_LTRIGGER, leftTrigger, time );
					oldLeftTrigger = leftTrigger;
				}
				if( rightTrigger != oldRightTrigger )
				{
					Key_Event( K_RTRIGGER, rightTrigger, time );
					oldRightTrigger = rightTrigger;
				}
			}
			break;

		case AINPUT_SOURCE_MOUSE:
			{
				switch( action & AMOTION_EVENT_ACTION_MASK )
				{
				case AMOTION_EVENT_ACTION_DOWN:
				case AMOTION_EVENT_ACTION_UP:
					{
						static int32_t oldButtonState = 0;
						int32_t buttonState = AMotionEvent_getButtonState( event );
						int32_t buttonsDown = buttonState & ~oldButtonState, buttonsUp = oldButtonState & ~buttonState;
						int32_t buttonsChanged = buttonsDown | buttonsUp;
						int button;
						oldButtonState = buttonState;
						for( button = 0; buttonsChanged >> button; button++ )
						{
							if( buttonsChanged & ( 1 << button ) )
								Key_MouseEvent( K_MOUSE1 + button, ( buttonsDown & ( 1 << button ) ) ? true : false, time );
						}
					}
					break;
				case AMOTION_EVENT_ACTION_HOVER_MOVE:
				case AMOTION_EVENT_ACTION_MOVE:
					if( IN_Android_EventToWindowCoordinates( event, 0, &x, &y ) )
						CL_MouseSet( x, y, false );
					break;
				case AMOTION_EVENT_ACTION_SCROLL:
					{
						float scroll = AMotionEvent_getAxisValue( event, AMOTION_EVENT_AXIS_VSCROLL, 0 );
						if( scroll > 0.0f )
						{
							Key_Event( K_MWHEELUP, true, time );
							Key_Event( K_MWHEELUP, false, time );
						}
						else if( scroll < 0.0f )
						{
							Key_Event( K_MWHEELDOWN, true, time );
							Key_Event( K_MWHEELDOWN, false, time );
						}
					}
					break;
				}
			}
			break;
		}

		return 1;
	}
Exemple #19
0
int WindowImplAndroid::processKeyEvent(AInputEvent* _event, ActivityStates* states)
{
    int32_t device = AInputEvent_getSource(_event);
    int32_t action = AKeyEvent_getAction(_event);

    int32_t key = AKeyEvent_getKeyCode(_event);
    int32_t metakey = AKeyEvent_getMetaState(_event);

    Event event;
    event.key.code    = androidKeyToSF(key);
    event.key.alt     = metakey & AMETA_ALT_ON;
    event.key.control = false;
    event.key.shift   = metakey & AMETA_SHIFT_ON;

    switch (action)
    {
    case AKEY_EVENT_ACTION_DOWN:
        event.type = Event::KeyPressed;
        forwardEvent(event);
        return 1;
    case AKEY_EVENT_ACTION_UP:
        event.type = Event::KeyReleased;
        forwardEvent(event);

        if (int unicode = getUnicode(_event))
        {
            event.type = Event::TextEntered;
            event.text.unicode = unicode;
            forwardEvent(event);
        }
        return 1;
    case AKEY_EVENT_ACTION_MULTIPLE:
        // Since complex inputs don't get separate key down/up events
        // both have to be faked at once
        event.type = Event::KeyPressed;
        forwardEvent(event);
        event.type = Event::KeyReleased;
        forwardEvent(event);

        // This requires some special treatment, since this might represent
        // a repetition of key presses or a complete sequence
        if (key == AKEYCODE_UNKNOWN)
        {
            // This is a unique sequence, which is not yet exposed in the NDK
            // http://code.google.com/p/android/issues/detail?id=33998
            return 0;
        }
        else if (int unicode = getUnicode(_event)) // This is a repeated sequence
        {
            event.type = Event::TextEntered;
            event.text.unicode = unicode;

            int32_t repeats = AKeyEvent_getRepeatCount(_event);
            for (int32_t i = 0; i < repeats; ++i)
                forwardEvent(event);
            return 1;
        }
        break;
    }
    return 0;
}
Exemple #20
0
int Engine::handleInput(AInputEvent* event)
{
    //We only handle motion events (touchscreen) and key (button/key) events
	int32_t eventType = AInputEvent_getType(event);

	if (eventType == AINPUT_EVENT_TYPE_MOTION)
	{
		int32_t edgeFlags = AMotionEvent_getEdgeFlags(event);

		if(edgeFlags == AMOTION_EVENT_EDGE_FLAG_NONE)
		{
    		//The current motion event (touch) is within screen bounds
			int32_t action = AMOTION_EVENT_ACTION_MASK &
        					 AMotionEvent_getAction((const AInputEvent*)event);
    		int32_t iX = AMotionEvent_getX(event, 0);
    		int32_t iY = AMotionEvent_getY(event, 0);

			if (checkUIHandledMotion(iX, iY, action))
				return 0;

			if (AMOTION_EVENT_ACTION_UP == action)
			{
        		mGlobeApp->pauseAnim(false);
        		mLastX = mEgl.getWidth() / 2;
        		mLastY = mEgl.getHeight() / 2;
			}
			else if (AMOTION_EVENT_ACTION_DOWN == action)
			{
				mGlobeApp->pauseAnim(true);
				mLastX = iX;
				mLastY = iY;
			}
			else if (AMOTION_EVENT_ACTION_MOVE == action)
			{
				// Empirical value (how many degrees to rotate when dragging finger on screen so
				// it looks like finger is "anchored"
				const static float DEGS_PER_PIXEL_DRAG = 0.25f;

        		float fRotX = (float)(iY - mLastY) *
        						DEGS_PER_PIXEL_DRAG;
				float fRotY = (float)(iX - mLastX) *
        						DEGS_PER_PIXEL_DRAG;
				mGlobeApp->addRotation(fRotX, fRotY);
				mGlobeApp->positionCamera();
				mLastX = iX;
				mLastY = iY;
			}

			return 1;
		}
		else // if(edgeFlags == AMOTION_EVENT_EDGE_FLAG_NONE)
		{
    		//The current motion event (touch) has reached an edge.
    		//We process it the same way as if we were touching and we had lifted
    		//the finger off the screen
			mGlobeApp->pauseAnim(false);
			mLastX = mEgl.getWidth() / 2;
			mLastY = mEgl.getHeight() / 2;

    		return 1;
		}
	} else if (eventType == AINPUT_EVENT_TYPE_KEY) {
		int32_t action = AKeyEvent_getAction((const AInputEvent*)event);
		int32_t code = AKeyEvent_getKeyCode((const AInputEvent*)event);

		int returnCode = 1;
		// pass to the on-screen UI, which will return what our "handled" code should be
		// or will return false to us, which indicates that the UI is allowing default
		// behavior for the key
		if (checkUIHandledKey(code, action, returnCode))
			return returnCode;
	}

    return 0;
}
static int32_t _onInputEvent(struct android_app* app, AInputEvent* event)
{
    if (!event || !::g_defaultWindow.get())
    {
        return 1;
    }

    int32_t source = AInputEvent_getSource(event);

    if (source == AINPUT_SOURCE_MOUSE)
    {
        int32_t x = (int32_t)AMotionEvent_getX(event, 0);
        int32_t y = (int32_t)AMotionEvent_getY(event, 0);

        g_defaultWindow->getMouseInput().setLocation(glm::ivec2(x, y));


        int32_t buttonState = AMotionEvent_getButtonState(event);

        g_defaultWindow->getMouseInput().setButton(VKTS_MOUSE_BUTTON_LEFT, buttonState & AMOTION_EVENT_BUTTON_PRIMARY);
        g_defaultWindow->getMouseInput().setButton(VKTS_MOUSE_BUTTON_RIGHT, buttonState & AMOTION_EVENT_BUTTON_SECONDARY);
        g_defaultWindow->getMouseInput().setButton(VKTS_MOUSE_BUTTON_MIDDLE, buttonState & AMOTION_EVENT_BUTTON_TERTIARY);


        int32_t vscroll = (int32_t)AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_VSCROLL, 0);

        g_defaultWindow->getMouseInput().setMouseWheel(vscroll);

        return 1;
    }
    else if (source == AINPUT_SOURCE_KEYBOARD)
    {
        VkBool32 pressed = (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN);

        int32_t scanCode = AKeyEvent_getScanCode(event);

        int32_t key = vkts::_visualTranslateKey(scanCode);

        if (pressed && key == VKTS_KEY_ESCAPE)
        {
            g_app->destroyRequested = 1;
        }
        else if (key != VKTS_KEY_UNKNOWN)
        {
            g_defaultWindow->getKeyInput().setKey(key, pressed);
        }

        return 1;
    }
    else if (source == AINPUT_SOURCE_JOYSTICK)
    {
        int32_t pointerIndex = (AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;

        if (pointerIndex >= 0 && pointerIndex < VKTS_MAX_GAMEPADS)
        {
            for (int32_t axis = AMOTION_EVENT_AXIS_X; axis <= AMOTION_EVENT_AXIS_RTRIGGER; axis++)
            {
                int32_t axisIndex = -1;

                float axisValue = AMotionEvent_getAxisValue(event, axis, pointerIndex);

                switch (axis)
                {
                    case AMOTION_EVENT_AXIS_X:
                        axisIndex = VKTS_GAMEPAD_LEFT_STICK_X;
                        break;
                    case AMOTION_EVENT_AXIS_Y:
                        axisIndex = VKTS_GAMEPAD_LEFT_STICK_Y;
                        axisValue = -axisValue;
                        break;
                    case AMOTION_EVENT_AXIS_Z:
                        axisIndex = VKTS_GAMEPAD_RIGHT_STICK_X;
                        break;
                    case AMOTION_EVENT_AXIS_RZ:
                        axisIndex = VKTS_GAMEPAD_RIGHT_STICK_Y;
                        axisValue = -axisValue;
                        break;
                    case AMOTION_EVENT_AXIS_LTRIGGER:
                        axisIndex = VKTS_GAMEPAD_LEFT_TRIGGER;
                        break;
                    case AMOTION_EVENT_AXIS_RTRIGGER:
                        axisIndex = VKTS_GAMEPAD_RIGHT_TRIGGER;
                        break;
                    case AMOTION_EVENT_AXIS_HAT_X:
                    {
                        VkBool32 buttonPressed = axisValue < 0.0f ? VK_TRUE : VK_FALSE;

                        g_defaultWindow->getGamepadInput(pointerIndex).setButton(VKTS_GAMEPAD_DPAD_LEFT, buttonPressed);

                        buttonPressed = axisValue > 0.0f ? VK_TRUE : VK_FALSE;

                        g_defaultWindow->getGamepadInput(pointerIndex).setButton(VKTS_GAMEPAD_DPAD_RIGHT, buttonPressed);
                    }
                    break;
                    case AMOTION_EVENT_AXIS_HAT_Y:
                    {
                        VkBool32 buttonPressed = axisValue > 0.0f ? VK_TRUE : VK_FALSE;

                        g_defaultWindow->getGamepadInput(pointerIndex).setButton(VKTS_GAMEPAD_DPAD_DOWN, buttonPressed);

                        buttonPressed = axisValue < 0.0f ? VK_TRUE : VK_FALSE;

                        g_defaultWindow->getGamepadInput(pointerIndex).setButton(VKTS_GAMEPAD_DPAD_UP, buttonPressed);
                    }
                    break;
                }

                if (axisIndex == -1)
                {
                    continue;
                }

                g_defaultWindow->getGamepadInput(pointerIndex).setAxis(axisIndex, axisValue);
            }
        }

        return 1;
    }
Exemple #22
0
         if (debug_enable)
            snprintf(msg, sizeof(msg), "Pad %d : x = %.2f, y = %.2f, src %d.\n", state_id, x, y, source);
      }
      else if (type_event == AINPUT_EVENT_TYPE_KEY)
      {
         if (debug_enable)
            snprintf(msg, sizeof(msg), "Pad %d : %d, ac = %d, src = %d.\n", state_id, keycode, action, source);

         /* Hack - we have to decrease the unpacked value by 1
          * because we 'added' 1 to each entry in the LUT -
          * RETRO_DEVICE_ID_JOYPAD_B is 0
          */
         uint8_t unpacked = (keycode_lut[keycode] >> ((state_id+1) << 3)) - 1;
         uint64_t input_state = (1ULL << unpacked);
         int action  = AKeyEvent_getAction(event);
         uint64_t *key = NULL;

         if(input_state < (1ULL << RARCH_FIRST_META_KEY))
            key = &state[state_id];
         else if(input_state)
            key = &g_extern.lifecycle_state;

         if(key != NULL)
         {
            if (action == AKEY_EVENT_ACTION_UP)
               *key &= ~(input_state);
            else if (action == AKEY_EVENT_ACTION_DOWN)
               *key |= input_state;
         }
Exemple #23
0
bool EngineCore::inputEvent(AInputEvent* event) {
    bool handled = false;
    bool doubleTapHandled = false;
    bool dragHandled = false;
    bool pinchHandled = false;

    switch(AInputEvent_getType(event)) {
        case AINPUT_EVENT_TYPE_KEY:
            handled = inputKeyEvent(AKeyEvent_getAction(event), AKeyEvent_getKeyCode(event));
            break;
        case AINPUT_EVENT_TYPE_MOTION: {
            ndk_helper::GESTURE_STATE doubleTapState = mDoubleTapDetector.Detect(event);
            ndk_helper::GESTURE_STATE dragState = mDragDetector.Detect(event);
            ndk_helper::GESTURE_STATE pinchState = mPinchDetector.Detect(event);
            if (doubleTapState == ndk_helper::GESTURE_STATE_ACTION) {
                doubleTapHandled = handleDoubleTap();
            } else {
                if (dragState & ndk_helper::GESTURE_STATE_START) {
                    ndk_helper::Vec2 v;
                    mDragDetector.GetPointer(v);
                    float x, y;
                    v.Value(x, y);
                    dragHandled = handleDrag(GESTURE_DRAG_START, x, y);
                } else if (dragState & ndk_helper::GESTURE_STATE_MOVE) {
                    ndk_helper::Vec2 v;
                    mDragDetector.GetPointer(v);
                    float x, y;
                    v.Value(x, y);
                    dragHandled = handleDrag(GESTURE_DRAG_MOVE, x, y);
                } else if (dragState & ndk_helper::GESTURE_STATE_END) {
                    dragHandled = handleDrag(GESTURE_DRAG_END, 0, 0);
                }

                if (pinchState & ndk_helper::GESTURE_STATE_START) {
                    ndk_helper::Vec2 v1;
                    ndk_helper::Vec2 v2;
                    mPinchDetector.GetPointers(v1, v2);
                    float x1, y1, x2, y2;
                    v1.Value(x1, y1);
                    v2.Value(x2, y2);
                    pinchHandled = handlePinch(GESTURE_PINCH_START, x1, y1, x2, y2);
                } else if (pinchState & ndk_helper::GESTURE_STATE_MOVE) {
                    ndk_helper::Vec2 v1;
                    ndk_helper::Vec2 v2;
                    mPinchDetector.GetPointers(v1, v2);
                    float x1, y1, x2, y2;
                    v1.Value(x1, y1);
                    v2.Value(x2, y2);
                    pinchHandled = handlePinch(GESTURE_PINCH_MOVE, x1, y1, x2, y2);
                }
            }

            if (!doubleTapHandled && !dragHandled && !pinchHandled)
                handled = inputMotionEvent(AMotionEvent_getAction(event));
            break;
        }
        default:
            ALOGW("Unknown input event");
            break;
    }

    return doubleTapHandled || dragHandled || pinchHandled || handled;
}
Exemple #24
0
void StWindowImpl::onAndroidInput(const AInputEvent* theEvent,
                                  bool&              theIsProcessed) {
    const int anEventType = AInputEvent_getType(theEvent);
    switch(anEventType) {
        case AINPUT_EVENT_TYPE_KEY: {
            StVirtKey aVKeySt = ST_VK_NULL;
            int32_t   aKeySym = AKeyEvent_getKeyCode(theEvent);
            if(aKeySym < ST_ANDROID2ST_VK_SIZE) {
                aVKeySt = (StVirtKey )ST_ANDROID2ST_VK[aKeySym];
            }
            if(aVKeySt == ST_VK_NULL) {
                return;
            }

            myStEvent.Key.Time = getEventTime(); //AKeyEvent_getEventTime(theEvent);
            myStEvent.Key.VKey = aVKeySt;
            myStEvent.Key.Char = 0;

            const int32_t aKeyAction = AKeyEvent_getAction(theEvent);
            if(aKeyAction == AKEY_EVENT_ACTION_DOWN) {
                postKeyDown(myStEvent);
            } else if(aKeyAction == AKEY_EVENT_ACTION_UP) {
                postKeyUp(myStEvent);
            }// else if(aKeyAction == AKEY_EVENT_ACTION_MULTIPLE) {}
            return;
        }
        case AINPUT_EVENT_TYPE_MOTION: {
            theIsProcessed = true;

            const int32_t aSource          = AInputEvent_getSource(theEvent);
            const int32_t anActionPak      = AMotionEvent_getAction(theEvent);
            const int32_t anAction         = anActionPak & AMOTION_EVENT_ACTION_MASK;
            const size_t  anActionPntIndex = anActionPak & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK;

            //const StRectI_t& aWinRect = attribs.IsFullScreen ? myRectFull : myRectNorm;
            const StRectI_t& aWinRect  = myRectNorm;
            const float      aWinSizeX = aWinRect.width();
            const float      aWinSizeY = aWinRect.height();

            // at least single point is defined
            StPointD_t aPos0(double(AMotionEvent_getX(theEvent, 0)) / double(aWinSizeX),
                             double(AMotionEvent_getY(theEvent, 0)) / double(aWinSizeY));

            myStEvent.Type      = stEvent_None;
            myStEvent.Base.Time = getEventTime(); /// int64_t AMotionEvent_getEventTime(theEvent);
            switch(aSource) {
                case AINPUT_SOURCE_TOUCHSCREEN:
                case AINPUT_SOURCE_TOUCHPAD: {
                    const size_t aNbTouches = AMotionEvent_getPointerCount(theEvent);
                    myStEvent.Touch.NbTouches = std::min(aNbTouches, (size_t )ST_MAX_TOUCHES);
                    bool isUp = anAction == AMOTION_EVENT_ACTION_UP
                             || anAction == AMOTION_EVENT_ACTION_POINTER_UP;
                    if(isUp) {
                        myStEvent.Touch.NbTouches = std::max(myStEvent.Touch.NbTouches - 1, 0);
                    }
                    for(size_t aTouchIter = 0; aTouchIter < ST_MAX_TOUCHES; ++aTouchIter) {
                        StTouch& aTouch = myStEvent.Touch.Touches[aTouchIter];
                        aTouch = StTouch::Empty();
                        if(aTouchIter == anActionPntIndex
                        && isUp) {
                            continue;
                        }
                        if(aTouchIter >= aNbTouches) {
                            continue;
                        }

                        aTouch.Id       = AMotionEvent_getPointerId(theEvent, aTouchIter);
                        aTouch.DeviceId = AInputEvent_getDeviceId(theEvent);
                        aTouch.OnScreen = aSource == AINPUT_SOURCE_TOUCHSCREEN;

                        const float aPosX = AMotionEvent_getX(theEvent, aTouchIter);
                        const float aPosY = AMotionEvent_getY(theEvent, aTouchIter);
                        aTouch.PointX = (aPosX - float(aWinRect.left())) / aWinSizeX;
                        aTouch.PointY = (aPosY - float(aWinRect.top()))  / aWinSizeY;
                    }

                    switch(anAction) {
                        case AMOTION_EVENT_ACTION_DOWN:
                        case AMOTION_EVENT_ACTION_POINTER_DOWN: {
                            myStEvent.Type = stEvent_TouchDown;
                            doTouch(myStEvent.Touch);
                            if(aNbTouches == 1) {
                                // simulate mouse click
                                myMousePt = aPos0;
                                myIsPreciseCursor = false;
                                myStEvent.Type = stEvent_MouseDown;
                                myStEvent.Button.Button  = ST_MOUSE_LEFT;
                                myStEvent.Button.Buttons = 0;
                                myStEvent.Button.PointX  = myMousePt.x();
                                myStEvent.Button.PointY  = myMousePt.y();
                                signals.onMouseDown->emit(myStEvent.Button);
                            } else if(aNbTouches == 2) {
                                // emit special event to cancel previously simulated click
                                myStEvent.Type = stEvent_MouseCancel;
                                myStEvent.Button.Button  = ST_MOUSE_LEFT;
                                myStEvent.Button.Buttons = 0;
                                myStEvent.Button.PointX  = myMousePt.x();
                                myStEvent.Button.PointY  = myMousePt.y();
                                signals.onMouseUp->emit(myStEvent.Button);
                            }
                            break;
                        }
                        case AMOTION_EVENT_ACTION_MOVE: {
                            myStEvent.Type = stEvent_TouchMove;
                            if(aNbTouches == 1) {
                                // simulate mouse move
                                myMousePt = aPos0;
                                myIsPreciseCursor = false;
                            }
                            doTouch(myStEvent.Touch);
                            break;
                        }
                        case AMOTION_EVENT_ACTION_UP:
                        case AMOTION_EVENT_ACTION_POINTER_UP: {
                            myStEvent.Type = stEvent_TouchUp;
                            doTouch(myStEvent.Touch);
                            if(aNbTouches == 1) {
                                // simulate mouse unclick
                                myMousePt = aPos0;
                                myIsPreciseCursor = false;
                                myStEvent.Type = stEvent_MouseUp;
                                myStEvent.Button.Button  = ST_MOUSE_LEFT;
                                myStEvent.Button.Buttons = 0;
                                myStEvent.Button.PointX  = myMousePt.x();
                                myStEvent.Button.PointY  = myMousePt.y();
                                signals.onMouseUp->emit(myStEvent.Button);
                            }
                            break;
                        }
                        case AMOTION_EVENT_ACTION_CANCEL: {
                            myStEvent.Type = stEvent_TouchCancel;
                            doTouch(myStEvent.Touch);
                            break;
                        }
                    }
                    return;
                }
            }

            myMousePt = aPos0;
            myIsPreciseCursor = aSource == AINPUT_SOURCE_MOUSE; // || AINPUT_SOURCE_STYLUS

            StVirtButton aMouseBtn = ST_MOUSE_LEFT;
            myStEvent.Button.Button  = aMouseBtn;
            myStEvent.Button.Buttons = 0;
            myStEvent.Button.PointX  = myMousePt.x();
            myStEvent.Button.PointY  = myMousePt.y();

            if(anAction == AMOTION_EVENT_ACTION_DOWN) {
                myStEvent.Type = stEvent_MouseDown;
                signals.onMouseDown->emit(myStEvent.Button);
            } else if(anAction == AMOTION_EVENT_ACTION_UP) {
                myStEvent.Type = stEvent_MouseUp;
                signals.onMouseUp->emit(myStEvent.Button);
            }
            return;
        }
    }
}
Exemple #25
0
bool CAndroidKey::onKeyboardEvent(AInputEvent *event)
{
  if (event == NULL)
    return false;

  int32_t flags   = AKeyEvent_getFlags(event);
  int32_t state   = AKeyEvent_getMetaState(event);
  int32_t action  = AKeyEvent_getAction(event);
  int32_t repeat  = AKeyEvent_getRepeatCount(event);
  int32_t keycode = AKeyEvent_getKeyCode(event);

  int32_t deviceId = AInputEvent_getDeviceId(event);
  CJNIKeyCharacterMap map = CJNIKeyCharacterMap::load(deviceId);
  uint16_t unicode = map.get(keycode, state);

  // Check if we got some special key
  uint16_t sym = XBMCK_UNKNOWN;
  for (unsigned int index = 0; index < sizeof(keyMap) / sizeof(KeyMap); index++)
  {
    if (keycode == keyMap[index].nativeKey)
    {
      sym = keyMap[index].xbmcKey;
      break;
    }
  }
  if (m_handleMediaKeys)
  {
    for (unsigned int index = 0; index < sizeof(MediakeyMap) / sizeof(KeyMap); index++)
    {
      if (keycode == MediakeyMap[index].nativeKey)
      {
        sym = MediakeyMap[index].xbmcKey;
        break;
      }
    }
  }

  // check if this is a key we don't want to handle
  if (sym == XBMCK_LAST || sym == XBMCK_UNKNOWN)
  {
    CXBMCApp::android_printf("CAndroidKey: key ignored (code: %d)", keycode);
    return false;
  }

  uint16_t modifiers = 0;
  if (state & AMETA_ALT_LEFT_ON)
    modifiers |= XBMCKMOD_LALT;
  if (state & AMETA_ALT_RIGHT_ON)
    modifiers |= XBMCKMOD_RALT;
  if (state & AMETA_SHIFT_LEFT_ON)
    modifiers |= XBMCKMOD_LSHIFT;
  if (state & AMETA_SHIFT_RIGHT_ON)
    modifiers |= XBMCKMOD_RSHIFT;
  if (state & AMETA_CTRL_LEFT_ON)
    modifiers |= XBMCKMOD_LCTRL;
  if (state & AMETA_CTRL_RIGHT_ON)
    modifiers |= XBMCKMOD_RCTRL;
  /* TODO:
  if (state & AMETA_SYM_ON)
    modifiers |= 0x000?;*/

  switch (action)
  {
    case AKEY_EVENT_ACTION_DOWN:
#if 1
      CXBMCApp::android_printf("CAndroidKey: key down (code: %d; repeat: %d; flags: 0x%0X; alt: %s; shift: %s; sym: %s)",
        keycode, repeat, flags,
        (state & AMETA_ALT_ON) ? "yes" : "no",
        (state & AMETA_SHIFT_ON) ? "yes" : "no",
        (state & AMETA_SYM_ON) ? "yes" : "no");
#endif
      XBMC_Key((uint8_t)keycode, sym, modifiers, unicode, false);
      return true;

    case AKEY_EVENT_ACTION_UP:
#if 1
      CXBMCApp::android_printf("CAndroidKey: key up (code: %d; repeat: %d; flags: 0x%0X; alt: %s; shift: %s; sym: %s)",
        keycode, repeat, flags,
        (state & AMETA_ALT_ON) ? "yes" : "no",
        (state & AMETA_SHIFT_ON) ? "yes" : "no",
        (state & AMETA_SYM_ON) ? "yes" : "no");
#endif
      XBMC_Key((uint8_t)keycode, sym, modifiers, unicode, true);
      return true;

    case AKEY_EVENT_ACTION_MULTIPLE:
#if 1
      CXBMCApp::android_printf("CAndroidKey: key multiple (code: %d; repeat: %d; flags: 0x%0X; alt: %s; shift: %s; sym: %s)",
        keycode, repeat, flags,
        (state & AMETA_ALT_ON) ? "yes" : "no",
        (state & AMETA_SHIFT_ON) ? "yes" : "no",
        (state & AMETA_SYM_ON) ? "yes" : "no");
#endif
      break;

    default:
#if 1
      CXBMCApp::android_printf("CAndroidKey: unknown key (code: %d; repeat: %d; flags: 0x%0X; alt: %s; shift: %s; sym: %s)",
        keycode, repeat, flags,
        (state & AMETA_ALT_ON) ? "yes" : "no",
        (state & AMETA_SHIFT_ON) ? "yes" : "no",
        (state & AMETA_SYM_ON) ? "yes" : "no");
#endif
      break;
  }

  return false;
}
Exemple #26
0
/**
 * Process the next input event.
 */
static int32_t engine_handle_input(struct android_app* app, AInputEvent* event)
{
	struct engine* engine = (struct engine*)app->userData;
	switch(AInputEvent_getType(event))
	{
	case AINPUT_EVENT_TYPE_MOTION:
		{
		int32_t action = AMotionEvent_getAction(event );
		int pointer = ( action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK ) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
		int p = AMotionEvent_getPointerCount( event );
#ifdef DEBUG_TOUCH_INPUT
		LOGI( "pointer (full action)%04x (pointer)%d (number points)%d", action, pointer, p );
#endif
		{
			int n;
			for( n = 0; n < engine->nPoints; n++ )
			{
				engine->points[n].flags.new_event = 0;
				if( engine->points[n].flags.end_event )
				{
					int m;
					for( m = n; m < (engine->nPoints-1); m++ )
					{
						if( engine->input_point_map[m+1] == m+1 )
							engine->input_point_map[m] = m;
						else
						{
							if( engine->input_point_map[m+1] < n )
								engine->input_point_map[m] = engine->input_point_map[m+1];
							else
								engine->input_point_map[m] = engine->input_point_map[m+1] - 1;

						}
						engine->points[m] = engine->points[m+1];
					}
					engine->nPoints--;
					n--;
				}
			}
		}

		switch( action & AMOTION_EVENT_ACTION_MASK )
		{
		case AMOTION_EVENT_ACTION_DOWN:
			// primary pointer down.
			//if( engine->nPoints )
			//{
			//	LOGI( "Pointer Event Down (pointer0) and there's already pointers..." );
			//}
			engine->points[0].x = AMotionEvent_getX( event, pointer );
			engine->points[0].y = AMotionEvent_getY( event, pointer );
			engine->points[0].flags.new_event = 1;
			engine->points[0].flags.end_event = 0;
			engine->nPoints++;
			engine->input_point_map[0] = 0;
			break;
		case AMOTION_EVENT_ACTION_UP:
			// primary pointer up.
			engine->points[0].flags.new_event = 0;
			engine->points[0].flags.end_event = 1;
			break;
		case AMOTION_EVENT_ACTION_MOVE:
			{
				int n;
				for( n = 0; n < p; n++ )
				{
					// points may have come in as 'new' in the wrong order,
					// reference the input point map to fill in the correct point location
					int actual = engine->input_point_map[n];
					engine->points[actual].x = AMotionEvent_getX( event, n );
					engine->points[actual].y = AMotionEvent_getY( event, n );
					engine->points[actual].flags.new_event = 0;
					engine->points[actual].flags.end_event = 0;
				}
			}
			break;
		case AMOTION_EVENT_ACTION_POINTER_DOWN:
			// the new pointer might not be the last one, so we insert it.
			// at the end, before dispatch, new points are moved to the end
			// and mapping begins.  this code should not reference the map
			if( pointer < engine->nPoints )
			{
				int c;
#ifdef DEBUG_TOUCH_INPUT
				LOGI( "insert point new. %d", engine->nPoints-1 );
#endif
				for( c = engine->nPoints; c >= pointer; c-- )
				{
#ifdef DEBUG_TOUCH_INPUT
					LOGI( "Set %d to %d", c, engine->input_point_map[c-1] );
#endif
					engine->input_point_map[c] = engine->input_point_map[c-1]; // save still in the same target...
				}
#ifdef DEBUG_TOUCH_INPUT
				LOGI( "Set %d to %d", pointer, engine->nPoints );
#endif
				engine->input_point_map[pointer] = engine->nPoints; // and the new one maps to the last.
				// now just save in last and don't swap twice.
				engine->points[engine->nPoints].x = AMotionEvent_getX( event, pointer );
				engine->points[engine->nPoints].y = AMotionEvent_getY( event, pointer );
				pointer = engine->nPoints;
			}
			else
			{
				engine->points[pointer].x = AMotionEvent_getX( event, pointer );
				engine->points[pointer].y = AMotionEvent_getY( event, pointer );
				engine->input_point_map[pointer] = pointer;
			}
			// primary pointer down.
			engine->points[pointer].flags.new_event = 1;
			engine->points[pointer].flags.end_event = 0;
			// always initialize the
			engine->nPoints++;
			break;
		case AMOTION_EVENT_ACTION_POINTER_UP:
			{
				// a up pointer may be remapped already, set the actual entry for the point
				int actual = engine->input_point_map[pointer];
				int n;
				engine->points[actual].flags.new_event = 0;
				engine->points[actual].flags.end_event = 1;

#ifdef DEBUG_TOUCH_INPUT
				LOGI( "Set point %d (map %d) to ended", pointer, actual );
#endif
				// any release event will reset the other input points appropriately(?)
				for( n = 0; n < engine->nPoints; n++ )
				{
					int other;
					if( engine->input_point_map[n] != n )
					{
						int m;
#ifdef DEBUG_TOUCH_INPUT
						LOGI( "reorder to natural input order" );
#endif
						memcpy( engine->tmp_points, engine->points, engine->nPoints * sizeof( struct input_point ) );
						// m is the point currently mapped to this position.
						// data from engine[n] and engine[m] need to swap
						for( m = 0; m < engine->nPoints; m++ )
						{
							engine->points[m] = engine->tmp_points[other = engine->input_point_map[m]];
							engine->input_point_map[m] = m;
#ifdef DEBUG_TOUCH_INPUT
							LOGI( "move point %d to %d", other, m );
#endif
						}
						break;
					}
				}
			}
			break;
		default:
#ifdef DEBUG_TOUCH_INPUT
			LOGI( "Motion Event ignored..." );
#endif
			break;
		}

		{
			int n;
#ifdef DEBUG_TOUCH_INPUT
			for( n = 0; n < engine->nPoints; n++ )
			{
				LOGI( "Point : %d %d %g %g %d %d", n, engine->input_point_map[n], engine->points[n].x , engine->points[n].y, engine->points[n].flags.new_event, engine->points[n].flags.end_event );
			}
#endif
		}

		BagVidlibPureglSendTouchEvents( engine->nPoints, engine->points );
		//engine->state.animating = 1;
		//engine->state.x = AMotionEvent_getX(event, 0);
		//engine->state.y = AMotionEvent_getY(event, 0);
		return 1;
		}
	case AINPUT_EVENT_TYPE_KEY:
		{
			int32_t key_val = AKeyEvent_getKeyCode(event);
			//int32_t key_char = AKeyEvent_getKeyChar(event);
			int32_t key_mods = AKeyEvent_getMetaState( event );
			int32_t key_pressed = AKeyEvent_getAction( event );
			int realmod = 0;
         //lprintf( "key char is %d (%c)", key_char, key_char );
			if( ( key_mods & 0x3000 ) == 0x3000 )
				realmod |= KEY_MOD_CTRL;
			if( ( key_mods & 0x12 ) == 0x12 )
				realmod |= KEY_MOD_ALT;
			if( ( key_mods & 0x41 ) == 0x41 )
				realmod |= KEY_MOD_SHIFT;
			key_mods = realmod;
#ifdef DEBUG_KEY_INPUT
			LOGI("Received key event: %d %d %d\n", key_pressed, key_val, key_mods );
#endif
			{
				engine->key_text = AndroidGetKeyText( event );
            lprintf( "Event translates to %d(%04x)%c", engine->key_text, engine->key_text ,engine->key_text );
			}

			if( key_val )
			{
				int used;
				if( key_pressed == AKEY_EVENT_ACTION_MULTIPLE )
				{
					int count = AKeyEvent_getRepeatCount( event );
					int n;
					for( n = 0; n < count; n++ )
					{
						used = BagVidlibPureglSendKeyEvents( 1, key_val, key_mods );
						used = BagVidlibPureglSendKeyEvents( 0, key_val, key_mods );
					}
				}
				else
					used = BagVidlibPureglSendKeyEvents( (key_pressed==AKEY_EVENT_ACTION_DOWN)?1:0, key_val, key_mods );
				return used;
			}
			break;
		}
	default:
		LOGI( "Unhandled Motion Event ignored..." );
		break;
	}
	return 0;
}
void title_handle_key_evt (struct android_app* app, AInputEvent* event) {
	Context* context = (Context*) app->userData;
	int32_t key_code, i;
	
	if (AKeyEvent_getAction(event) != AKEY_EVENT_ACTION_UP) {
		return;
	}
	
	key_code = AKeyEvent_getKeyCode(event);
	
	switch (context->title->state) {
		case TITLE_STATE_LOAD_PROFILE:
			if (key_code == AKEY_CODE_BACK) {
				title_transition(context, TITLE_STATE_MAIN);
			}
			break;
		
		case TITLE_STATE_NEW_PROFILE:
			if (key_code == AKEY_CODE_BACK) {
				title_transition(context, TITLE_STATE_MAIN);
			} else if (
				key_code >= AKEY_CODE_A
				&& key_code <= AKEY_CODE_Z
				&& (
					context->title->profile_name == NULL
					|| strlen(context->title->profile_name) <= PROFILE_MAX_LEN
				)
			) {
				char c = key_code - AKEY_CODE_A + 'A';
				if (context->title->profile_name == NULL) {
					context->title->profile_name =
						(char*)
						malloc((PROFILE_MAX_LEN + 1) * sizeof(char));
					context->title->profile_line =
						(Line*)
						malloc(sizeof(Line));
					context->title->profile_line->v_bufs =
						(vertex_buffer**)
						malloc(PROFILE_MAX_LEN * sizeof(vertex_buffer*));
					context->title->profile_line->x = 0;
					context->title->profile_line->y =
						SCREEN_TOP + GLYPH_SIZE + LINE_GAP;
					context->title->profile_line->len = 0;
					context->title->profile_name[0] = c;
					context->title->profile_name[1] = '\0';
				} else {
					context->title->profile_name[
						context->title->profile_line->len
					] = c;
					context->title->profile_name[
						context->title->profile_line->len+1
					] = '\0';
				}
				
				write_char(context->glyphs, context->title->profile_line, c);
			} else if (key_code == AKEY_CODE_DEL) {
				if (context->title->profile_name == NULL) {
					return;
				}
				
				if (context->title->lines[1] != NULL) {
					del_line(context->glyphs, context->title->lines[1]);
				}
				
				if (strlen(context->title->profile_name) == 1) {
					free(context->title->profile_name);
					context->title->profile_name = NULL;
					del_line(context->glyphs, context->title->profile_line);
				} else {
					del_char(context->glyphs, context->title->profile_line);
					context->title->profile_name[
						context->title->profile_line->len
					] = '\0';
				}
			} else if (key_code == AKEY_CODE_ENTER) {
				int valid = 1;
				int idx = 0;
				
				for (i = 0; i < MAX_PROFILES; i++) {
					if (context->profiles[i] == NULL) {
						break;
					}
					
					if (
						strcasecmp(
							context->profiles[i]->name
							, context->title->profile_name
						) == 0
					) {
						valid = 0;
					}
					
					idx++;
				}
				
				if (!valid) {
					context->title->lines[1] = write_line(
						context->glyphs
						, 0
						, SCREEN_TOP + (GLYPH_SIZE + LINE_GAP) * 3
						, "Name in use"
					);
				} else {
					context->profiles[i] = new_profile(
						context->app
						, context->title->profile_name
						, 0
						, 0
					);
					
					context->profile = context->profiles[idx];
					title_transition(context, TITLE_STATE_MAIN);
				}
			}
			break;
	}
}
Exemple #28
0
/**
 * Process the next input event.
 */
int32_t handle_input(struct android_app* app, AInputEvent* event) {
  SFG_Window* window = fgStructure.CurrentWindow;

  /* FIXME: in Android, when key is repeated, down and up events
     happen most often at the exact same time.  This makes it
     impossible to animate based on key press time. */
  /* e.g. down/up/wait/down/up rather than down/wait/down/wait/up */
  
  if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY) {
    /* LOGI("action: %d", AKeyEvent_getAction(event)); */
    /* LOGI("keycode: %d", code); */
    int32_t code = AKeyEvent_getKeyCode(event);

    if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN) {
      int32_t keypress = 0;
      unsigned char ascii = 0;
      if ((keypress = key_a2fg[code]) && FETCH_WCB(*window, Special)) {
	INVOKE_WCB(*window, Special, (keypress, window->State.MouseX, window->State.MouseY));
	return EVENT_HANDLED;
      } else if ((ascii = key_ascii(app, event)) && FETCH_WCB(*window, Keyboard)) {
	INVOKE_WCB(*window, Keyboard, (ascii, window->State.MouseX, window->State.MouseY));
	return EVENT_HANDLED;
      }
    }
    else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_UP) {
      int32_t keypress = 0;
      unsigned char ascii = 0;
      if ((keypress = key_a2fg[code]) && FETCH_WCB(*window, Special)) {
	INVOKE_WCB(*window, SpecialUp, (keypress, window->State.MouseX, window->State.MouseY));
	return EVENT_HANDLED;
      } else if ((ascii = key_ascii(app, event)) && FETCH_WCB(*window, Keyboard)) {
	INVOKE_WCB(*window, KeyboardUp, (ascii, window->State.MouseX, window->State.MouseY));
	return EVENT_HANDLED;
      }
    }
  }

  if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
    int32_t action = AMotionEvent_getAction(event);
    float x = AMotionEvent_getX(event, 0);
    float y = AMotionEvent_getY(event, 0);
    LOGI("motion %.01f,%.01f action=%d", x, y, AMotionEvent_getAction(event));
    
    /* Virtual arrows PAD */
    // Don't interfere with existing mouse move event
    if (!touchscreen.in_mmotion) {
      struct vpad_state prev_vpad = touchscreen.vpad;
      touchscreen.vpad.left = touchscreen.vpad.right
	= touchscreen.vpad.up = touchscreen.vpad.down = false;

      int32_t width = ANativeWindow_getWidth(window->Window.Handle);
      int32_t height = ANativeWindow_getHeight(window->Window.Handle);
      if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_MOVE) {
	if ((x > 0 && x < 100) && (y > (height - 100) && y < height))
	  touchscreen.vpad.left = true;
	if ((x > 200 && x < 300) && (y > (height - 100) && y < height))
	  touchscreen.vpad.right = true;
	if ((x > 100 && x < 200) && (y > (height - 100) && y < height))
	  touchscreen.vpad.down = true;
	if ((x > 100 && x < 200) && (y > (height - 200) && y < (height - 100)))
	  touchscreen.vpad.up = true;
      }
      if (action == AMOTION_EVENT_ACTION_DOWN && 
	  (touchscreen.vpad.left || touchscreen.vpad.right || touchscreen.vpad.down || touchscreen.vpad.up))
	touchscreen.vpad.on = true;
      if (action == AMOTION_EVENT_ACTION_UP)
	touchscreen.vpad.on = false;
      if (prev_vpad.left != touchscreen.vpad.left
	  || prev_vpad.right != touchscreen.vpad.right
	  || prev_vpad.up != touchscreen.vpad.up
	  || prev_vpad.down != touchscreen.vpad.down
	  || prev_vpad.on != touchscreen.vpad.on) {
	if (FETCH_WCB(*window, Special)) {
	  if (prev_vpad.left == false && touchscreen.vpad.left == true)
	    INVOKE_WCB(*window, Special, (GLUT_KEY_LEFT, x, y));
	  else if (prev_vpad.right == false && touchscreen.vpad.right == true)
	    INVOKE_WCB(*window, Special, (GLUT_KEY_RIGHT, x, y));
	  else if (prev_vpad.up == false && touchscreen.vpad.up == true)
	    INVOKE_WCB(*window, Special, (GLUT_KEY_UP, x, y));
	  else if (prev_vpad.down == false && touchscreen.vpad.down == true)
	    INVOKE_WCB(*window, Special, (GLUT_KEY_DOWN, x, y));
	}
	if (FETCH_WCB(*window, SpecialUp)) {
	  if (prev_vpad.left == true && touchscreen.vpad.left == false)
	    INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_LEFT, x, y));
	  if (prev_vpad.right == true && touchscreen.vpad.right == false)
	    INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_RIGHT, x, y));
	  if (prev_vpad.up == true && touchscreen.vpad.up == false)
	    INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_UP, x, y));
	  if (prev_vpad.down == true && touchscreen.vpad.down == false)
	    INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_DOWN, x, y));
	}
	return EVENT_HANDLED;
      }
    }
    
    /* Normal mouse events */
    if (!touchscreen.vpad.on) {
      window->State.MouseX = x;
      window->State.MouseY = y;
      LOGI("Changed mouse position: %d,%d", x, y);
      if (action == AMOTION_EVENT_ACTION_DOWN && FETCH_WCB(*window, Mouse)) {
	touchscreen.in_mmotion = true;
	INVOKE_WCB(*window, Mouse, (GLUT_LEFT_BUTTON, GLUT_DOWN, x, y));
      } else if (action == AMOTION_EVENT_ACTION_UP && FETCH_WCB(*window, Mouse)) {
	touchscreen.in_mmotion = false;
	INVOKE_WCB(*window, Mouse, (GLUT_LEFT_BUTTON, GLUT_UP, x, y));
      } else if (action == AMOTION_EVENT_ACTION_MOVE && FETCH_WCB(*window, Motion)) {
	INVOKE_WCB(*window, Motion, (x, y));
      }
    }
    
    return EVENT_HANDLED;
  }

  /* Let Android handle other events (e.g. Back and Menu buttons) */
  return EVENT_NOT_HANDLED;
}
Exemple #29
0
/**
 * Process the next input event.
 */
static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) {
	struct engine* engine = (struct engine*)app->userData;

	if (!engine->os)
		return 0;

	switch(AInputEvent_getType(event)) {

		case AINPUT_EVENT_TYPE_KEY: {

			int ac = AKeyEvent_getAction(event);
			switch(ac) {

				case AKEY_EVENT_ACTION_DOWN: {

					int32_t code = AKeyEvent_getKeyCode(event);
					if (code==AKEYCODE_BACK) {

						//AInputQueue_finishEvent(AInputQueue* queue, AInputEvent* event, int handled);
						if (engine->os)
							engine->os->main_loop_request_quit();
						return 1;

					}


				} break;
				case AKEY_EVENT_ACTION_UP: {


				} break;
			}


		} break;
		case AINPUT_EVENT_TYPE_MOTION: {


			Vector<OS_Android::TouchPos> touchvec;

			int pc = AMotionEvent_getPointerCount(event);

			touchvec.resize(pc);

			for(int i=0;i<pc;i++) {

				touchvec[i].pos.x=AMotionEvent_getX(event,i);
				touchvec[i].pos.y=AMotionEvent_getY(event,i);
				touchvec[i].id=AMotionEvent_getPointerId(event,i);
			}


			//System.out.printf("gaction: %d\n",event.getAction());
			int pidx=(AMotionEvent_getAction(event)&AMOTION_EVENT_ACTION_POINTER_INDEX_MASK)>>8;
			switch(AMotionEvent_getAction(event)&AMOTION_EVENT_ACTION_MASK) {

				case AMOTION_EVENT_ACTION_DOWN: {
					engine->os->process_touch(0,0,touchvec);

				    //System.out.printf("action down at: %f,%f\n", event.getX(),event.getY());
				} break;
				case AMOTION_EVENT_ACTION_MOVE: {
					engine->os->process_touch(1,0,touchvec);
				    //for(int i=0;i<event.getPointerCount();i++) {
				    //	System.out.printf("%d - moved to: %f,%f\n",i, event.getX(i),event.getY(i));
				    //}
				} break;
				case AMOTION_EVENT_ACTION_POINTER_UP: {

					engine->os->process_touch(4,pidx,touchvec);
				    //System.out.printf("%d - s.up at: %f,%f\n",pointer_idx, event.getX(pointer_idx),event.getY(pointer_idx));
				} break;
				case AMOTION_EVENT_ACTION_POINTER_DOWN: {
					engine->os->process_touch(3,pidx,touchvec);
				    //System.out.printf("%d - s.down at: %f,%f\n",pointer_idx, event.getX(pointer_idx),event.getY(pointer_idx));
				} break;
				case AMOTION_EVENT_ACTION_CANCEL:
				case AMOTION_EVENT_ACTION_UP: {
					engine->os->process_touch(2,0,touchvec);
				    //for(int i=0;i<event.getPointerCount();i++) {
				    //	System.out.printf("%d - up! %f,%f\n",i, event.getX(i),event.getY(i));
				    //}
				} break;
			}

			return 1;
		} break;

	}

    return 0;
}
Exemple #30
0
/**
 * Process the next input event.
 */
static
int32_t
engine_handle_input( struct android_app* app, AInputEvent* event )
{
	JNIEnv *jni;
	(*jVM)->AttachCurrentThread(jVM, &jni, NULL);

	struct ENGINE* engine = (struct ENGINE*)app->userData;
    if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY){
        int device = AInputEvent_getDeviceId(event);
        int action = AKeyEvent_getAction(event);
        int keyCode = AKeyEvent_getKeyCode(event);
        if(jni && g_pActivity){
            if((*jni)->ExceptionCheck(jni)) {
                (*jni)->ExceptionDescribe(jni);
                (*jni)->ExceptionClear(jni);
            }
            (*jni)->CallIntMethod(jni, g_pActivity, javaOnNDKKey, device, keyCode, action, AKeyEvent_getMetaState(event));
            if (!(keyCode == AKEYCODE_MENU || keyCode == AKEYCODE_BACK || keyCode == AKEYCODE_BUTTON_THUMBR || keyCode == AKEYCODE_VOLUME_UP || keyCode == AKEYCODE_VOLUME_DOWN || keyCode == AKEYCODE_BUTTON_SELECT)) {
                return 1;
            }
        }
    } else if( AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION ) {
        int device = AInputEvent_getDeviceId( event );
        int nSourceId		= AInputEvent_getSource( event );
        int nPointerCount	= AMotionEvent_getPointerCount( event );
        int n;

        jboolean newTouch = JNI_TRUE;
        for( n = 0 ; n < nPointerCount ; ++n )
        {
            int nPointerId	= AMotionEvent_getPointerId( event, n );
            int nAction		= AMOTION_EVENT_ACTION_MASK & AMotionEvent_getAction( event );
            int nRawAction	= AMotionEvent_getAction( event );

            struct TOUCHSTATE *touchstate = 0;
            if( nSourceId == AINPUT_SOURCE_TOUCHPAD ) {
                touchstate = engine->touchstate_pad;
            } else {
                touchstate = engine->touchstate_screen;
            }

            if( nAction == AMOTION_EVENT_ACTION_POINTER_DOWN || nAction == AMOTION_EVENT_ACTION_POINTER_UP )
            {
                int nPointerIndex = (AMotionEvent_getAction( event ) & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
                nPointerId = AMotionEvent_getPointerId( event, nPointerIndex );
            }

            if( nAction == AMOTION_EVENT_ACTION_DOWN || nAction == AMOTION_EVENT_ACTION_POINTER_DOWN )
            {
                touchstate[nPointerId].down = 1;
            }
            else if( nAction == AMOTION_EVENT_ACTION_UP || nAction == AMOTION_EVENT_ACTION_POINTER_UP || nAction == AMOTION_EVENT_ACTION_CANCEL )
            {
                touchstate[nPointerId].down = 0;
            }

            if (touchstate[nPointerId].down == 1)
            {
                touchstate[nPointerId].x = AMotionEvent_getX( event, n );
                touchstate[nPointerId].y = AMotionEvent_getY( event, n );
            }

            if( jni && g_pActivity && isXperiaPlay) {
//                (*jni)->CallVoidMethod( jni, g_pActivity, javaOnNDKTouch, device, nSourceId, nRawAction, touchstate[nPointerId].x, touchstate[nPointerId].y, newTouch);
                (*jni)->CallVoidMethod( jni, g_pActivity, javaOnNDKTouch, device, nSourceId, nRawAction, touchstate[nPointerId].x, touchstate[nPointerId].y);
            }
            newTouch = JNI_FALSE;
        }