v1.2.0: implemented basic controller support
This commit is contained in:
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ccfb7ddfad
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a010144551
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@ -7,5 +7,6 @@ dependencies {
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//TODO migrate this to implementation from api
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//in order to do this I have to remove 100% of libGDX API access from core
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api "com.badlogicgames.gdx:gdx:$gdxVersion"
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api "com.badlogicgames.gdx-controllers:gdx-controllers-core:$gdxControllersVersion"
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implementation "com.badlogicgames.gdx:gdx-freetype:$gdxVersion"
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}
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@ -0,0 +1,137 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2022 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.watabou.input;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Input;
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import com.badlogic.gdx.controllers.Controller;
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import com.badlogic.gdx.controllers.ControllerListener;
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import com.badlogic.gdx.controllers.ControllerMapping;
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import com.watabou.utils.DeviceCompat;
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import com.watabou.utils.PointF;
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import java.lang.annotation.Target;
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public class ControllerHandler implements ControllerListener {
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public static boolean controllersSupported() {
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if (DeviceCompat.isAndroid() && Gdx.app.getVersion() < 16) {
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return false;
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} else {
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return true;
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}
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}
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@Override
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public void connected(Controller controller) {
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}
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@Override
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public void disconnected(Controller controller) {
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}
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@Override
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public boolean buttonDown(Controller controller, int buttonCode) {
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int keyCode = buttonToKey(controller, buttonCode);
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if (keyCode != Input.Keys.UNKNOWN){
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KeyEvent.addKeyEvent(new KeyEvent(keyCode, true));
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return true;
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}
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return false;
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}
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@Override
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public boolean buttonUp(Controller controller, int buttonCode) {
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int keyCode = buttonToKey(controller, buttonCode);
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if (keyCode != Input.Keys.UNKNOWN){
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KeyEvent.addKeyEvent(new KeyEvent(keyCode, false));
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return true;
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}
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return false;
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}
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public static PointF leftStickPosition = new PointF();
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public static PointF rightStickPosition = new PointF();
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private float L2Trigger = 0f;
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private float R2Trigger = 0f;
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@Override
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public boolean axisMoved(Controller controller, int axisCode, float value) {
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ControllerMapping mapping = controller.getMapping();
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if (mapping.axisRightX == axisCode) rightStickPosition.x = value;
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else if (mapping.axisRightY == axisCode) rightStickPosition.y = value;
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else if (mapping.axisLeftX == axisCode) leftStickPosition.x = value;
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else if (mapping.axisLeftY == axisCode) leftStickPosition.y = value;
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//L2 and R2 triggers on Desktop
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else if (axisCode == 4) {
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if (L2Trigger < 0.5f && value >= 0.5f){
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KeyEvent.addKeyEvent(new KeyEvent(Input.Keys.BUTTON_L2, true));
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} else if (L2Trigger >= 0.5f && value < 0.5f){
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KeyEvent.addKeyEvent(new KeyEvent(Input.Keys.BUTTON_L2, false));
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}
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L2Trigger = value;
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} else if (axisCode == 5){
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if (R2Trigger < 0.5f && value >= 0.5f){
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KeyEvent.addKeyEvent(new KeyEvent(Input.Keys.BUTTON_R2, true));
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} else if (R2Trigger >= 0.5f && value < 0.5f){
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KeyEvent.addKeyEvent(new KeyEvent(Input.Keys.BUTTON_R2, false));
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}
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R2Trigger = value;
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}
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return true;
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}
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//converts controller button codes to keyEvent codes
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public static int buttonToKey(Controller controller, int keyCode){
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ControllerMapping mapping = controller.getMapping();
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if (keyCode == mapping.buttonA) return Input.Keys.BUTTON_A;
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if (keyCode == mapping.buttonB) return Input.Keys.BUTTON_B;
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//C button?
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if (keyCode == mapping.buttonX) return Input.Keys.BUTTON_X;
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if (keyCode == mapping.buttonY) return Input.Keys.BUTTON_Y;
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if (keyCode == mapping.buttonBack) return Input.Keys.BUTTON_SELECT;
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if (keyCode == mapping.buttonStart) return Input.Keys.BUTTON_START;
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if (keyCode == mapping.buttonL1) return Input.Keys.BUTTON_L1;
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if (keyCode == mapping.buttonL2) return Input.Keys.BUTTON_L2;
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if (keyCode == mapping.buttonR1) return Input.Keys.BUTTON_R1;
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if (keyCode == mapping.buttonR2) return Input.Keys.BUTTON_R2;
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if (keyCode == mapping.buttonDpadUp) return Input.Keys.DPAD_UP;
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if (keyCode == mapping.buttonDpadLeft) return Input.Keys.DPAD_LEFT;
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if (keyCode == mapping.buttonDpadDown) return Input.Keys.DPAD_DOWN;
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if (keyCode == mapping.buttonDpadRight) return Input.Keys.DPAD_RIGHT;
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if (keyCode == mapping.buttonLeftStick) return Input.Keys.BUTTON_THUMBL;
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if (keyCode == mapping.buttonRightStick) return Input.Keys.BUTTON_THUMBR;
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return Input.Keys.UNKNOWN;
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}
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}
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@ -24,12 +24,14 @@ package com.watabou.noosa;
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import com.badlogic.gdx.Application;
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import com.badlogic.gdx.ApplicationListener;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.controllers.Controllers;
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import com.badlogic.gdx.graphics.glutils.GLVersion;
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import com.badlogic.gdx.utils.TimeUtils;
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import com.watabou.glscripts.Script;
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import com.watabou.gltextures.TextureCache;
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import com.watabou.glwrap.Blending;
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import com.watabou.glwrap.Vertexbuffer;
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import com.watabou.input.ControllerHandler;
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import com.watabou.input.InputHandler;
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import com.watabou.input.PointerEvent;
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import com.watabou.noosa.audio.Music;
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@ -100,6 +102,9 @@ public class Game implements ApplicationListener {
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dispWidth = Gdx.graphics.getDisplayMode().width;
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inputHandler = new InputHandler( Gdx.input );
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if (ControllerHandler.controllersSupported()){
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Controllers.addListener(new ControllerHandler());
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}
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//refreshes texture and vertex data stored on the gpu
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versionContextRef = Gdx.graphics.getGLVersion();
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@ -69,6 +69,7 @@ dependencies {
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natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-arm64-v8a"
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natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-x86"
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natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-x86_64"
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implementation "com.badlogicgames.gdx-controllers:gdx-controllers-android:$gdxControllersVersion"
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}
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// called every time gradle gets executed, takes the native dependencies of
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3
android/proguard-rules.pro
vendored
3
android/proguard-rules.pro
vendored
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@ -22,6 +22,9 @@
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-keepnames class com.badlogic.gdx.graphics.Color { *; }
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-keepnames class com.badlogic.gdx.scenes.scene2d.ui.TextField$TextFieldStyle { *; }
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# needed for libGDX controllers
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-keep class com.badlogic.gdx.controllers.android.AndroidControllers { *; }
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-keepclassmembers class com.badlogic.gdx.backends.android.AndroidInput* {
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<init>(com.badlogic.gdx.Application, android.content.Context, java.lang.Object, com.badlogic.gdx.backends.android.AndroidApplicationConfiguration);
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}
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@ -1,5 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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xmlns:tools="http://schemas.android.com/tools"
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package="com.shatteredpixel.shatteredpixeldungeon.android"
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android:installLocation="auto"
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android:targetSandboxVersion="2"
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@ -12,6 +13,9 @@
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<uses-permission android:name="android.permission.INTERNET" />
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<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
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<!-- We perform a runtime check to ensure controllers are disabled on API 14 & 15 -->
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<uses-sdk tools:overrideLibrary="com.badlogicgames.gdx.controllers" />
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<!-- Note that the game doesn't truly support small screen resolutions,
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it instead forces downscaling to work on these displays.-->
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<supports-screens
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@ -24,6 +24,7 @@ allprojects {
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appAndroidTargetSDK = 31
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gdxVersion = '1.10.0'
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gdxControllersVersion = '2.2.1'
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robovmVersion = '2.3.14'
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}
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version = appVersionName
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@ -30,6 +30,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap;
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import com.watabou.input.ControllerHandler;
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import com.watabou.input.GameAction;
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import com.watabou.input.KeyBindings;
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import com.watabou.input.KeyEvent;
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@ -330,8 +331,10 @@ public class CellSelector extends ScrollArea {
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if (heldDelay > 0){
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heldDelay -= Game.elapsed;
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}
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if (heldAction1 != SPDAction.NONE && Dungeon.hero.ready){
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boolean leftStickActive = Math.abs(ControllerHandler.leftStickPosition.x) >= .5f
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|| Math.abs(ControllerHandler.leftStickPosition.y) >= 0.5f;
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leftStickActive = leftStickActive && !GameScene.InterfaceBlockingHero();
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if ((heldAction1 != SPDAction.NONE || leftStickActive) && Dungeon.hero.ready){
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processKeyHold();
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} else if (Dungeon.hero.ready) {
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lastCellMoved = -1;
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else return 0;
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}
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//TODO controller stick movement would probably be improved if it used the 50ms delay, like key movement
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public void processKeyHold() {
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if (directionFromAction(heldAction1) + directionFromAction(heldAction2) != 0
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//prioritize moving by controller stick over moving via keys
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PointF leftStick = ControllerHandler.leftStickPosition;
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boolean leftStickActive = Math.abs(leftStick.x) > 0.5f || Math.abs(leftStick.y) > 0.5f;
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leftStickActive = leftStickActive && !GameScene.InterfaceBlockingHero();
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if (leftStickActive) {
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enabled = Dungeon.hero.ready = true;
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Dungeon.observe();
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//determine which direction to move in.
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if (leftStick.x > 0.5f){
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if (leftStick.y < -0.5f){
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if (moveFromActions(SPDAction.NE)) Dungeon.hero.ready = false;
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} else if (leftStick.y > 0.5f){
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if (moveFromActions(SPDAction.SE)) Dungeon.hero.ready = false;
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} else if (leftStick.x > 0.8f){
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if (moveFromActions(SPDAction.E)) Dungeon.hero.ready = false;
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}
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} else if (leftStick.x < -0.5f){
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if (leftStick.y < -0.5f){
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if (moveFromActions(SPDAction.NW)) Dungeon.hero.ready = false;
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} else if (leftStick.y > 0.5f){
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if (moveFromActions(SPDAction.SW)) Dungeon.hero.ready = false;
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} else if (leftStick.x < -0.8f){
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if (moveFromActions(SPDAction.W)) Dungeon.hero.ready = false;
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}
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} else if (leftStick.y > 0.8f){
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if (moveFromActions(SPDAction.S)) Dungeon.hero.ready = false;
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} else if (leftStick.y < -0.8f){
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if (moveFromActions(SPDAction.N)) Dungeon.hero.ready = false;
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}
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} else if (directionFromAction(heldAction1) + directionFromAction(heldAction2) != 0
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&& heldDelay <= 0){
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enabled = Dungeon.hero.ready = true;
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Dungeon.observe();
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@ -21,6 +21,7 @@
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package com.shatteredpixel.shatteredpixeldungeon.scenes;
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import com.badlogic.gdx.Gdx;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.SPDSettings;
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@ -32,6 +33,7 @@ import com.shatteredpixel.shatteredpixeldungeon.ui.Tooltip;
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import com.shatteredpixel.shatteredpixeldungeon.ui.Window;
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import com.watabou.gltextures.TextureCache;
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import com.watabou.glwrap.Blending;
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import com.watabou.input.ControllerHandler;
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import com.watabou.input.PointerEvent;
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import com.watabou.noosa.BitmapText;
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import com.watabou.noosa.BitmapText.Font;
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@ -44,6 +46,7 @@ import com.watabou.noosa.Visual;
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import com.watabou.noosa.ui.Component;
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import com.watabou.noosa.ui.Cursor;
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import com.watabou.utils.GameMath;
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import com.watabou.utils.PointF;
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import com.watabou.utils.Reflection;
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import java.util.ArrayList;
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@ -156,6 +159,27 @@ public class PixelScene extends Scene {
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}
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private PointF fractionalMovement = new PointF();
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@Override
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public void update() {
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super.update();
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if (Math.abs(ControllerHandler.rightStickPosition.x) >= 0.1f
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|| Math.abs(ControllerHandler.rightStickPosition.y) >= 0.1f) {
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PointF curMouse = PointerEvent.currentHoverPos();
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//cursor moves 500 scaled pixels per second at full speed, 50 at minimum speed
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fractionalMovement.x += defaultZoom * 500 * Game.elapsed * ControllerHandler.rightStickPosition.x;
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fractionalMovement.y += defaultZoom * 500 * Game.elapsed * ControllerHandler.rightStickPosition.y;
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curMouse.x += (int)fractionalMovement.x;
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curMouse.y += (int)fractionalMovement.y;
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Gdx.input.setCursorPosition((int) curMouse.x, (int) curMouse.y);
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fractionalMovement.x -= (int)fractionalMovement.x;
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fractionalMovement.y -= (int)fractionalMovement.y;
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} else {
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fractionalMovement.set(0);
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}
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}
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//FIXME this system currently only works for a subset of windows
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private static ArrayList<Class<?extends Window>> savedWindows = new ArrayList<>();
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private static Class<?extends PixelScene> savedClass = null;
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@ -114,6 +114,7 @@ dependencies {
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implementation "com.badlogicgames.gdx:gdx-backend-lwjgl3:$gdxVersion"
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implementation "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
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implementation "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-desktop"
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implementation "com.badlogicgames.gdx-controllers:gdx-controllers-desktop:$gdxControllersVersion"
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//we use LWJGL tinyFD directly to display crash messages and (for now) single-line text input
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implementation "org.lwjgl:lwjgl-tinyfd:3.2.3"
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@ -49,4 +49,5 @@ dependencies {
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implementation "com.badlogicgames.gdx:gdx-backend-robovm:$gdxVersion"
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implementation "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-ios"
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implementation "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-ios"
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implementation "com.badlogicgames.gdx-controllers:gdx-controllers-ios:$gdxControllersVersion"
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}
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@ -27,6 +27,7 @@
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<forceLinkClasses>
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<pattern>com.badlogic.gdx.scenes.scene2d.ui.*</pattern>
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<pattern>com.badlogic.gdx.graphics.g3d.particles.**</pattern>
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<pattern>com.badlogic.gdx.controllers.IosControllerManager</pattern>
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<pattern>com.android.okhttp.HttpHandler</pattern>
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<pattern>com.android.okhttp.HttpsHandler</pattern>
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<pattern>com.android.org.conscrypt.**</pattern>
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