[Android] Fix gamepad input.
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c21003feab
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50df037bb5
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@ -53,10 +53,10 @@
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<string name="input_overlay_layout">入力オーバーレイレイアウト</string>
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<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>
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<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>
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<string name="controller_1">コントローラ1</string>
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<string name="controller_2">コントローラ2</string>
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<string name="controller_3">コントローラ3</string>
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<string name="controller_4">コントローラ4</string>
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<string name="controller_0">コントローラ1</string>
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<string name="controller_1">コントローラ2</string>
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<string name="controller_2">コントローラ3</string>
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<string name="controller_3">コントローラ4</string>
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<string name="enable_controller">コントローラを有効</string>
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<string name="wiimote_bindings">Wiiリモコンの入力バインディング</string>
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<string name="wiimote_1">Wiiリモコン1</string>
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@ -53,10 +53,10 @@
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<string name="input_overlay_layout">Input Overlay Layout</string>
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<string name="input_overlay_layout_desc">Button layout for the input overlay.</string>
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<string name="gamecube_bindings">Gamecube Controller Bindings</string>
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<string name="controller_1">Controller 1</string>
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<string name="controller_2">Controller 2</string>
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<string name="controller_3">Controller 3</string>
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<string name="controller_4">Controller 4</string>
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<string name="controller_0">Controller 1</string>
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<string name="controller_1">Controller 2</string>
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<string name="controller_2">Controller 3</string>
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<string name="controller_3">Controller 4</string>
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<string name="enable_controller">Enable controller</string>
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<string name="wiimote_bindings">Wiimote Bindings</string>
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<string name="wiimote_1">Wiimote 1</string>
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File diff suppressed because it is too large
Load Diff
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@ -52,7 +52,7 @@ public final class InputConfigFragment extends PreferenceFragment
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"WiimoteDPadUp", "WiimoteDPadDown", "WiimoteDPadLeft", "WiimoteDPadRight"
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};
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for (int i = 1; i <= 4; i++)
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for (int i = 0; i < 4; i++)
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{
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// Loop through the keys for all 4 GameCube controllers.
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for (String key : gamecubeKeys)
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@ -150,7 +150,7 @@ namespace ButtonManager
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{
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m_axises[std::make_pair(padID, axis)]->SetValue(value);
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}
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void GamepadEvent(std::string dev, ButtonType button, int action)
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void GamepadEvent(std::string dev, int button, int action)
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{
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auto it = m_controllers.find(dev);
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if (it != m_controllers.end())
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@ -161,7 +161,7 @@ namespace ButtonManager
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m_controllers[dev] = new InputDevice(dev);
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m_controllers[dev]->PressEvent(button, action);
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}
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void GamepadAxisEvent(std::string dev, ButtonType axis, float value)
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void GamepadAxisEvent(std::string dev, int axis, float value)
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{
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auto it = m_controllers.find(dev);
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if (it != m_controllers.end())
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@ -183,17 +183,17 @@ namespace ButtonManager
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}
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// InputDevice
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void InputDevice::PressEvent(ButtonType button, int action)
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void InputDevice::PressEvent(int button, int action)
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{
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if (_binds.find(button) == _binds.end())
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if (_inputbinds.find(button) == _inputbinds.end())
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return;
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_buttons[_binds[button]->_bind] = action == 0 ? true : false;
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_buttons[_inputbinds[button]->_buttontype] = action == 0 ? true : false;
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}
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void InputDevice::AxisEvent(ButtonType axis, float value)
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void InputDevice::AxisEvent(int axis, float value)
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{
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if (_binds.find(axis) == _binds.end())
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if (_inputbinds.find(axis) == _inputbinds.end())
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return;
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_axises[_binds[axis]->_bind] = value;
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_axises[_inputbinds[axis]->_buttontype] = value;
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}
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bool InputDevice::ButtonValue(int padID, ButtonType button)
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{
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@ -203,7 +203,7 @@ namespace ButtonManager
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if (it->second->_padID != padID)
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return false;
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if (it->second->_bindtype == BIND_BUTTON)
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return _buttons[it->second->_bind];
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return _buttons[it->second->_buttontype];
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else
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return AxisValue(padID, button);
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}
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@ -217,7 +217,7 @@ namespace ButtonManager
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if (it->second->_bindtype == BIND_BUTTON)
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return ButtonValue(padID, axis);
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else
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return _axises[it->second->_bind] * it->second->_neg;
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return _axises[it->second->_buttontype] * it->second->_neg;
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}
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}
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@ -99,9 +99,10 @@ namespace ButtonManager
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{
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private:
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const std::string _dev;
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std::map<int, bool> _buttons;
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std::map<int, float> _axises;
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std::map<ButtonType, bool> _buttons;
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std::map<ButtonType, float> _axises;
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std::map<ButtonType, sBind*> _binds;
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std::map<int, sBind*> _inputbinds;
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public:
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InputDevice(std::string dev)
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: _dev(dev) {}
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@ -110,9 +111,9 @@ namespace ButtonManager
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for (auto it = _binds.begin(); it != _binds.end(); ++it)
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delete it->second;
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}
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void AddBind(sBind *bind) { _binds[bind->_buttontype] = bind; }
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void PressEvent(ButtonType button, int action);
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void AxisEvent(ButtonType axis, float value);
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void AddBind(sBind *bind) { _binds[bind->_buttontype] = bind; _inputbinds[bind->_bind] = bind; }
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void PressEvent(int button, int action);
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void AxisEvent(int axis, float value);
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bool ButtonValue(int padID, ButtonType button);
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float AxisValue(int padID, ButtonType axis);
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};
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@ -122,7 +123,7 @@ namespace ButtonManager
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float GetAxisValue(int padID, ButtonType axis);
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void TouchEvent(int padID, ButtonType button, int action);
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void TouchAxisEvent(int padID, ButtonType axis, float value);
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void GamepadEvent(std::string dev, ButtonType button, int action);
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void GamepadAxisEvent(std::string dev, ButtonType axis, float value);
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void GamepadEvent(std::string dev, int button, int action);
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void GamepadAxisEvent(std::string dev, int axis, float value);
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void Shutdown();
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}
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@ -249,14 +249,14 @@ JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_onGamePadEve
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{
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const char *Device = env->GetStringUTFChars(jDevice, NULL);
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std::string strDevice = std::string(Device);
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ButtonManager::GamepadEvent(strDevice, (ButtonManager::ButtonType)Button, Action);
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ButtonManager::GamepadEvent(strDevice, Button, Action);
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env->ReleaseStringUTFChars(jDevice, Device);
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}
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JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_onGamePadMoveEvent(JNIEnv *env, jobject obj, jstring jDevice, jint Axis, jfloat Value)
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{
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const char *Device = env->GetStringUTFChars(jDevice, NULL);
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std::string strDevice = std::string(Device);
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ButtonManager::GamepadAxisEvent(strDevice, (ButtonManager::ButtonType)Axis, Value);
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ButtonManager::GamepadAxisEvent(strDevice, Axis, Value);
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env->ReleaseStringUTFChars(jDevice, Device);
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}
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