[Android] Fix gamepad input.

This commit is contained in:
Ryan Houdek 2013-12-12 14:42:25 -06:00
parent c21003feab
commit 50df037bb5
7 changed files with 432 additions and 431 deletions

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@ -53,10 +53,10 @@
<string name="input_overlay_layout">入力オーバーレイレイアウト</string>
<string name="input_overlay_layout_desc">入力オーバーレイのためのボタンのレイアウト。</string>
<string name="gamecube_bindings">ゲームキューブコントローラの入力バインディング</string>
<string name="controller_1">コントローラ1</string>
<string name="controller_2">コントローラ2</string>
<string name="controller_3">コントローラ3</string>
<string name="controller_4">コントローラ4</string>
<string name="controller_0">コントローラ1</string>
<string name="controller_1">コントローラ2</string>
<string name="controller_2">コントローラ3</string>
<string name="controller_3">コントローラ4</string>
<string name="enable_controller">コントローラを有効</string>
<string name="wiimote_bindings">Wiiリモコンの入力バインディング</string>
<string name="wiimote_1">Wiiリモコン1</string>

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@ -53,10 +53,10 @@
<string name="input_overlay_layout">Input Overlay Layout</string>
<string name="input_overlay_layout_desc">Button layout for the input overlay.</string>
<string name="gamecube_bindings">Gamecube Controller Bindings</string>
<string name="controller_1">Controller 1</string>
<string name="controller_2">Controller 2</string>
<string name="controller_3">Controller 3</string>
<string name="controller_4">Controller 4</string>
<string name="controller_0">Controller 1</string>
<string name="controller_1">Controller 2</string>
<string name="controller_2">Controller 3</string>
<string name="controller_3">Controller 4</string>
<string name="enable_controller">Enable controller</string>
<string name="wiimote_bindings">Wiimote Bindings</string>
<string name="wiimote_1">Wiimote 1</string>

File diff suppressed because it is too large Load Diff

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@ -52,7 +52,7 @@ public final class InputConfigFragment extends PreferenceFragment
"WiimoteDPadUp", "WiimoteDPadDown", "WiimoteDPadLeft", "WiimoteDPadRight"
};
for (int i = 1; i <= 4; i++)
for (int i = 0; i < 4; i++)
{
// Loop through the keys for all 4 GameCube controllers.
for (String key : gamecubeKeys)

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@ -150,7 +150,7 @@ namespace ButtonManager
{
m_axises[std::make_pair(padID, axis)]->SetValue(value);
}
void GamepadEvent(std::string dev, ButtonType button, int action)
void GamepadEvent(std::string dev, int button, int action)
{
auto it = m_controllers.find(dev);
if (it != m_controllers.end())
@ -161,7 +161,7 @@ namespace ButtonManager
m_controllers[dev] = new InputDevice(dev);
m_controllers[dev]->PressEvent(button, action);
}
void GamepadAxisEvent(std::string dev, ButtonType axis, float value)
void GamepadAxisEvent(std::string dev, int axis, float value)
{
auto it = m_controllers.find(dev);
if (it != m_controllers.end())
@ -183,17 +183,17 @@ namespace ButtonManager
}
// InputDevice
void InputDevice::PressEvent(ButtonType button, int action)
void InputDevice::PressEvent(int button, int action)
{
if (_binds.find(button) == _binds.end())
if (_inputbinds.find(button) == _inputbinds.end())
return;
_buttons[_binds[button]->_bind] = action == 0 ? true : false;
_buttons[_inputbinds[button]->_buttontype] = action == 0 ? true : false;
}
void InputDevice::AxisEvent(ButtonType axis, float value)
void InputDevice::AxisEvent(int axis, float value)
{
if (_binds.find(axis) == _binds.end())
if (_inputbinds.find(axis) == _inputbinds.end())
return;
_axises[_binds[axis]->_bind] = value;
_axises[_inputbinds[axis]->_buttontype] = value;
}
bool InputDevice::ButtonValue(int padID, ButtonType button)
{
@ -203,7 +203,7 @@ namespace ButtonManager
if (it->second->_padID != padID)
return false;
if (it->second->_bindtype == BIND_BUTTON)
return _buttons[it->second->_bind];
return _buttons[it->second->_buttontype];
else
return AxisValue(padID, button);
}
@ -217,7 +217,7 @@ namespace ButtonManager
if (it->second->_bindtype == BIND_BUTTON)
return ButtonValue(padID, axis);
else
return _axises[it->second->_bind] * it->second->_neg;
return _axises[it->second->_buttontype] * it->second->_neg;
}
}

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@ -99,9 +99,10 @@ namespace ButtonManager
{
private:
const std::string _dev;
std::map<int, bool> _buttons;
std::map<int, float> _axises;
std::map<ButtonType, bool> _buttons;
std::map<ButtonType, float> _axises;
std::map<ButtonType, sBind*> _binds;
std::map<int, sBind*> _inputbinds;
public:
InputDevice(std::string dev)
: _dev(dev) {}
@ -110,9 +111,9 @@ namespace ButtonManager
for (auto it = _binds.begin(); it != _binds.end(); ++it)
delete it->second;
}
void AddBind(sBind *bind) { _binds[bind->_buttontype] = bind; }
void PressEvent(ButtonType button, int action);
void AxisEvent(ButtonType axis, float value);
void AddBind(sBind *bind) { _binds[bind->_buttontype] = bind; _inputbinds[bind->_bind] = bind; }
void PressEvent(int button, int action);
void AxisEvent(int axis, float value);
bool ButtonValue(int padID, ButtonType button);
float AxisValue(int padID, ButtonType axis);
};
@ -122,7 +123,7 @@ namespace ButtonManager
float GetAxisValue(int padID, ButtonType axis);
void TouchEvent(int padID, ButtonType button, int action);
void TouchAxisEvent(int padID, ButtonType axis, float value);
void GamepadEvent(std::string dev, ButtonType button, int action);
void GamepadAxisEvent(std::string dev, ButtonType axis, float value);
void GamepadEvent(std::string dev, int button, int action);
void GamepadAxisEvent(std::string dev, int axis, float value);
void Shutdown();
}

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@ -249,14 +249,14 @@ JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_onGamePadEve
{
const char *Device = env->GetStringUTFChars(jDevice, NULL);
std::string strDevice = std::string(Device);
ButtonManager::GamepadEvent(strDevice, (ButtonManager::ButtonType)Button, Action);
ButtonManager::GamepadEvent(strDevice, Button, Action);
env->ReleaseStringUTFChars(jDevice, Device);
}
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_onGamePadMoveEvent(JNIEnv *env, jobject obj, jstring jDevice, jint Axis, jfloat Value)
{
const char *Device = env->GetStringUTFChars(jDevice, NULL);
std::string strDevice = std::string(Device);
ButtonManager::GamepadAxisEvent(strDevice, (ButtonManager::ButtonType)Axis, Value);
ButtonManager::GamepadAxisEvent(strDevice, Axis, Value);
env->ReleaseStringUTFChars(jDevice, Device);
}