// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "InputCommon/ControllerInterface/Android/Android.h" #include #include #include #include "InputCommon/ControllerInterface/ControllerInterface.h" namespace ciface::Android { static bool s_accelerometer_enabled = false; static bool s_gyroscope_enabled = false; void SetMotionSensorsEnabled(bool accelerometer_enabled, bool gyroscope_enabled) { const bool any_changes = s_accelerometer_enabled != accelerometer_enabled || s_gyroscope_enabled != gyroscope_enabled; s_accelerometer_enabled = accelerometer_enabled; s_gyroscope_enabled = gyroscope_enabled; if (any_changes) g_controller_interface.RefreshDevices(); } void PopulateDevices() { for (int i = 0; i < 8; ++i) g_controller_interface.AddDevice(std::make_shared(i)); } // Touchscreens and stuff std::string Touchscreen::GetName() const { return "Touchscreen"; } std::string Touchscreen::GetSource() const { return "Android"; } Touchscreen::Touchscreen(int padID) : _padID(padID) { // GC AddInput(new Button(_padID, ButtonManager::BUTTON_A)); AddInput(new Button(_padID, ButtonManager::BUTTON_B)); AddInput(new Button(_padID, ButtonManager::BUTTON_START)); AddInput(new Button(_padID, ButtonManager::BUTTON_X)); AddInput(new Button(_padID, ButtonManager::BUTTON_Y)); AddInput(new Button(_padID, ButtonManager::BUTTON_Z)); AddInput(new Button(_padID, ButtonManager::BUTTON_UP)); AddInput(new Button(_padID, ButtonManager::BUTTON_DOWN)); AddInput(new Button(_padID, ButtonManager::BUTTON_LEFT)); AddInput(new Button(_padID, ButtonManager::BUTTON_RIGHT)); AddInput(new Axis(_padID, ButtonManager::STICK_MAIN_LEFT)); AddInput(new Axis(_padID, ButtonManager::STICK_MAIN_RIGHT)); AddInput(new Axis(_padID, ButtonManager::STICK_MAIN_UP)); AddInput(new Axis(_padID, ButtonManager::STICK_MAIN_DOWN)); AddInput(new Axis(_padID, ButtonManager::STICK_C_LEFT)); AddInput(new Axis(_padID, ButtonManager::STICK_C_RIGHT)); AddInput(new Axis(_padID, ButtonManager::STICK_C_UP)); AddInput(new Axis(_padID, ButtonManager::STICK_C_DOWN)); AddInput(new Axis(_padID, ButtonManager::TRIGGER_L)); AddInput(new Axis(_padID, ButtonManager::TRIGGER_R)); // Wiimote AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_A)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_B)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_MINUS)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_PLUS)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_HOME)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_1)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_BUTTON_2)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_UP)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_DOWN)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_LEFT)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_RIGHT)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_IR_HIDE)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_TILT_MODIFIER)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_SHAKE_X)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_SHAKE_Y)); AddInput(new Button(_padID, ButtonManager::WIIMOTE_SHAKE_Z)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_IR_UP)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_IR_DOWN)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_IR_LEFT)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_IR_RIGHT)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_IR_FORWARD)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_IR_BACKWARD)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_SWING_UP)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_SWING_DOWN)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_SWING_LEFT)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_SWING_RIGHT)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_SWING_FORWARD)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_SWING_BACKWARD)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_TILT_LEFT)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_TILT_RIGHT)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_TILT_FORWARD)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_TILT_BACKWARD)); // Wii ext: Nunchuk AddInput(new Button(_padID, ButtonManager::NUNCHUK_BUTTON_C)); AddInput(new Button(_padID, ButtonManager::NUNCHUK_BUTTON_Z)); AddInput(new Button(_padID, ButtonManager::NUNCHUK_TILT_MODIFIER)); AddInput(new Button(_padID, ButtonManager::NUNCHUK_SHAKE_X)); AddInput(new Button(_padID, ButtonManager::NUNCHUK_SHAKE_Y)); AddInput(new Button(_padID, ButtonManager::NUNCHUK_SHAKE_Z)); AddInput(new Axis(_padID, ButtonManager::NUNCHUK_STICK_LEFT)); AddInput(new Axis(_padID, ButtonManager::NUNCHUK_STICK_RIGHT)); AddInput(new Axis(_padID, ButtonManager::NUNCHUK_STICK_UP)); AddInput(new Axis(_padID, ButtonManager::NUNCHUK_STICK_DOWN)); AddInput(new Axis(_padID, ButtonManager::NUNCHUK_SWING_LEFT)); AddInput(new Axis(_padID, ButtonManager::NUNCHUK_SWING_RIGHT)); AddInput(new Axis(_padID, ButtonManager::NUNCHUK_SWING_UP)); AddInput(new Axis(_padID, ButtonManager::NUNCHUK_SWING_DOWN)); AddInput(new Axis(_padID, ButtonManager::NUNCHUK_SWING_FORWARD)); AddInput(new Axis(_padID, ButtonManager::NUNCHUK_SWING_BACKWARD)); AddInput(new Axis(_padID, ButtonManager::NUNCHUK_TILT_LEFT)); AddInput(new Axis(_padID, ButtonManager::NUNCHUK_TILT_RIGHT)); AddInput(new Axis(_padID, ButtonManager::NUNCHUK_TILT_FORWARD)); AddInput(new Axis(_padID, ButtonManager::NUNCHUK_TILT_BACKWARD)); // Wii ext: Classic AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_A)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_B)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_X)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_Y)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_MINUS)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_PLUS)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_HOME)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_ZL)); AddInput(new Button(_padID, ButtonManager::CLASSIC_BUTTON_ZR)); AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_UP)); AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_DOWN)); AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_LEFT)); AddInput(new Button(_padID, ButtonManager::CLASSIC_DPAD_RIGHT)); AddInput(new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_LEFT)); AddInput(new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_RIGHT)); AddInput(new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_UP)); AddInput(new Axis(_padID, ButtonManager::CLASSIC_STICK_LEFT_DOWN)); AddInput(new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_LEFT)); AddInput(new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_RIGHT)); AddInput(new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_UP)); AddInput(new Axis(_padID, ButtonManager::CLASSIC_STICK_RIGHT_DOWN)); AddInput(new Axis(_padID, ButtonManager::CLASSIC_TRIGGER_L)); AddInput(new Axis(_padID, ButtonManager::CLASSIC_TRIGGER_R)); // Wii-ext: Guitar AddInput(new Button(_padID, ButtonManager::GUITAR_BUTTON_MINUS)); AddInput(new Button(_padID, ButtonManager::GUITAR_BUTTON_PLUS)); AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_GREEN)); AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_RED)); AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_YELLOW)); AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_BLUE)); AddInput(new Button(_padID, ButtonManager::GUITAR_FRET_ORANGE)); AddInput(new Button(_padID, ButtonManager::GUITAR_STRUM_UP)); AddInput(new Button(_padID, ButtonManager::GUITAR_STRUM_DOWN)); AddInput(new Axis(_padID, ButtonManager::GUITAR_STICK_LEFT)); AddInput(new Axis(_padID, ButtonManager::GUITAR_STICK_RIGHT)); AddInput(new Axis(_padID, ButtonManager::GUITAR_STICK_UP)); AddInput(new Axis(_padID, ButtonManager::GUITAR_STICK_DOWN)); AddInput(new Axis(_padID, ButtonManager::GUITAR_WHAMMY_BAR)); // Wii-ext: Drums AddInput(new Button(_padID, ButtonManager::DRUMS_BUTTON_MINUS)); AddInput(new Button(_padID, ButtonManager::DRUMS_BUTTON_PLUS)); AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_RED)); AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_YELLOW)); AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_BLUE)); AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_GREEN)); AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_ORANGE)); AddInput(new Button(_padID, ButtonManager::DRUMS_PAD_BASS)); AddInput(new Axis(_padID, ButtonManager::DRUMS_STICK_LEFT)); AddInput(new Axis(_padID, ButtonManager::DRUMS_STICK_RIGHT)); AddInput(new Axis(_padID, ButtonManager::DRUMS_STICK_UP)); AddInput(new Axis(_padID, ButtonManager::DRUMS_STICK_DOWN)); // Wii-ext: Turntable AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_GREEN_LEFT)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_RED_LEFT)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_BLUE_LEFT)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_GREEN_RIGHT)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_RED_RIGHT)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_BLUE_RIGHT)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_MINUS)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_PLUS)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_HOME)); AddInput(new Button(_padID, ButtonManager::TURNTABLE_BUTTON_EUPHORIA)); AddInput(new Axis(_padID, ButtonManager::TURNTABLE_TABLE_LEFT_LEFT)); AddInput(new Axis(_padID, ButtonManager::TURNTABLE_TABLE_LEFT_RIGHT)); AddInput(new Axis(_padID, ButtonManager::TURNTABLE_TABLE_RIGHT_LEFT)); AddInput(new Axis(_padID, ButtonManager::TURNTABLE_TABLE_RIGHT_RIGHT)); AddInput(new Axis(_padID, ButtonManager::TURNTABLE_STICK_LEFT)); AddInput(new Axis(_padID, ButtonManager::TURNTABLE_STICK_RIGHT)); AddInput(new Axis(_padID, ButtonManager::TURNTABLE_STICK_UP)); AddInput(new Axis(_padID, ButtonManager::TURNTABLE_STICK_DOWN)); AddInput(new Axis(_padID, ButtonManager::TURNTABLE_CROSSFADE_LEFT)); AddInput(new Axis(_padID, ButtonManager::TURNTABLE_CROSSFADE_RIGHT)); AddInput(new Axis(_padID, ButtonManager::TURNTABLE_EFFECT_DIAL)); // Wiimote IMU // Only add inputs if we actually can receive data from the relevant sensor. // Whether inputs exist affects what WiimoteEmu gets when calling ControlReference::BoundCount. if (s_accelerometer_enabled) { AddInput(new Axis(_padID, ButtonManager::WIIMOTE_ACCEL_LEFT)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_ACCEL_RIGHT)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_ACCEL_FORWARD)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_ACCEL_BACKWARD)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_ACCEL_UP)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_ACCEL_DOWN)); } if (s_gyroscope_enabled) { AddInput(new Axis(_padID, ButtonManager::WIIMOTE_GYRO_PITCH_UP)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_GYRO_PITCH_DOWN)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_GYRO_ROLL_LEFT)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_GYRO_ROLL_RIGHT)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_GYRO_YAW_LEFT)); AddInput(new Axis(_padID, ButtonManager::WIIMOTE_GYRO_YAW_RIGHT)); } // Rumble AddOutput(new Motor(_padID, ButtonManager::RUMBLE)); } // Buttons and stuff std::string Touchscreen::Button::GetName() const { std::ostringstream ss; ss << "Button " << (int)_index; return ss.str(); } ControlState Touchscreen::Button::GetState() const { return ButtonManager::GetButtonPressed(_padID, _index); } std::string Touchscreen::Axis::GetName() const { std::ostringstream ss; ss << "Axis " << (int)_index; return ss.str(); } ControlState Touchscreen::Axis::GetState() const { return ButtonManager::GetAxisValue(_padID, _index) * _neg; } Touchscreen::Motor::~Motor() { } std::string Touchscreen::Motor::GetName() const { std::ostringstream ss; ss << "Rumble " << (int)_index; return ss.str(); } void Touchscreen::Motor::SetState(ControlState state) { if (state > 0) { std::thread(Rumble, _padID, state).detach(); } } void Touchscreen::Motor::Rumble(int padID, double state) { JNIEnv* env = IDCache::GetEnvForThread(); env->CallStaticVoidMethod(IDCache::GetNativeLibraryClass(), IDCache::GetDoRumble(), padID, state); } } // namespace ciface::Android