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+page.title=Handling Controller Actions
+trainingnavtop=true
+
+@jd:body
+
+<!-- This is the training bar -->
+<div id="tb-wrapper">
+<div id="tb">
+
+<h2>This lesson teaches you to</h2>
+<ol>
+ <li><a href="#input">Verify a Game Controller is Connected</a></li>
+ <li><a href="#button">Process Gamepad Button Presses</a>
+ </li>
+ <li><a href="#dpad">Process Directional Pad Input</a>
+ </li>
+ <li><a href="#joystick">Process Joystick Movements</a>
+ </li>
+</ol>
+
+<h2>Try it out</h2>
+<div class="download-box">
+ <a href="http://developer.android.com/shareables/training/ControllerSample.zip"
+class="button">Download the sample</a>
+ <p class="filename">ControllerSample.zip</p>
+</div>
+
+</div>
+</div>
+
+<p>At the system level, Android reports input event codes from game controllers
+as Android key codes and axis values. In your game, you can receive these codes
+and values and convert them to specific in-game actions.</p>
+
+<p>When players physically connect or wirelessly pair a game controller to
+their Android-powered devices, the system auto-detects the controller
+as an input device and starts reporting its input events. Your game can receive
+these input events by implementing the following callback methods in your active
+{@link android.app.Activity} or focused {@link android.view.View} (you should
+implement the callbacks for either the {@link android.app.Activity} or
+{@link android.view.View}, but not both): </p>
+
+<ul>
+<li>From {@link android.app.Activity}:
+ <ul>
+ <li>{@link android.app.Activity#dispatchGenericMotionEvent(android.view.MotionEvent) dispatchGenericMotionEvent(android.view.MotionEvent)}
+ <p>Called to process generic motion events such as joystick movements.</p>
+ </li>
+ <li>{@link android.app.Activity#dispatchKeyEvent(android.view.KeyEvent) dispatchKeyEvent(android.view.KeyEvent)}
+ <p>Called to process key events such as a press or release of a
+ gamepad or D-pad button.</p>
+ </li>
+ </ul>
+</li>
+<li>From {@link android.view.View}:
+ <ul>
+ <li>{@link android.view.View#onGenericMotionEvent(android.view.MotionEvent)
+onGenericMotionEvent(android.view.MotionEvent)}
+ <p>Called to process generic motion events such as joystick movements.</p>
+ </li>
+ <li>{@link android.view.View#onKeyDown(int, android.view.KeyEvent) onKeyDown(int, android.view.KeyEvent)}
+ <p>Called to process a press of a physical key such as a gamepad or
+ D-pad button.</p>
+ </li>
+ <li>{@link android.view.View#onKeyUp(int, android.view.KeyEvent) onKeyUp(int, android.view.KeyEvent)}
+ <p>Called to process a release of a physical key such as a gamepad or
+ D-pad button.</p>
+ </li>
+ </ul>
+</li>
+</ul>
+
+<p>The recommended approach is to capture the events from the
+ specific {@link android.view.View} object that the user interacts with.
+ Inspect the following objects provided by the callbacks to get information
+ about the type of input event received:</p>
+
+<dl>
+<dt>{@link android.view.KeyEvent}</dt>
+ <dd>An object that describes directional
+pad</a> (D-pad) and gamepad button events. Key events are accompanied by a
+<em>key code</em> that indicates the specific button triggered, such as
+{@link android.view.KeyEvent#KEYCODE_DPAD_DOWN DPAD_DOWN}
+or {@link android.view.KeyEvent#KEYCODE_BUTTON_A BUTTON_A}. You can obtain the
+key code by calling {@link android.view.KeyEvent#getKeyCode()} or from key
+event callbacks such as
+{@link android.view.View#onKeyDown(int, android.view.KeyEvent) onKeyDown()}.
+<dd>
+<dt>{@link android.view.MotionEvent}</dt>
+ <dd>An object that describes input from joystick and shoulder trigger
+ movements. Motion events are accompanied by an action code and a set of
+<em>axis values</em>. The action code specifies the state change that occurred
+such as a joystick being moved. The axis values describe the position and other
+movement properties for a specific physical control, such as
+{@link android.view.MotionEvent#AXIS_X} or
+{@link android.view.MotionEvent#AXIS_RTRIGGER}. You can obtain the action code
+by calling {@link android.view.MotionEvent#getAction()} and the axis value by
+calling {@link android.view.MotionEvent#getAxisValue(int) getAxisValue()}.
+<dd>
+</dl>
+<p>This lesson focuses on how you can handle input from the most common types of
+physical controls (gamepad buttons, directional pads, and
+joysticks) in a game screen by implementing the above-mentioned
+{@link android.view.View} callback methods and processing
+{@link android.view.KeyEvent} and {@link android.view.MotionEvent} objects.</p>
+
+<h2 id="input">Verify a Game Controller is Connected</h2>
+<p>When reporting input events, Android does not distinguish
+between events that came from a non-game controller device and events that came
+from a game controller. For example, a touch screen action generates an
+{@link android.view.MotionEvent#AXIS_X} event that represents the X
+coordinate of the touch surface, but a joystick generates an {@link android.view.MotionEvent#AXIS_X} event that represents the X position of the joystick. If
+your game cares about handling game-controller input, you should first check
+that the input event comes from a relevant source type.</p>
+<p>To verify that a connected input device is a game controller, call
+{@link android.view.InputDevice#getSources()} to obtain a combined bit field of
+input source types supported on that device. You can then test to see if
+the following fields are set:</p>
+<ul>
+<li>A source type of {@link android.view.InputDevice#SOURCE_GAMEPAD} indicates
+that the input device has gamepad buttons (for example,
+{@link android.view.KeyEvent#KEYCODE_BUTTON_A BUTTON_A}). Note that this source
+type does not strictly indicate if the game controller has D-pad buttons,
+although most gamepads typically have directional controls.</li>
+<li>A source type of {@link android.view.InputDevice#SOURCE_DPAD} indicates that
+the input device has D-pad buttons (for example,
+{@link android.view.KeyEvent#KEYCODE_DPAD_UP DPAD_UP}).</li>
+<li>A source type of {@link android.view.InputDevice#SOURCE_JOYSTICK}
+indicates that the input device has analog control sticks (for example, a
+joystick that records movements along {@link android.view.MotionEvent#AXIS_X}
+and {@link android.view.MotionEvent#AXIS_Y}).</li>
+</ul>
+<p>The following code snippet shows a helper method that lets you check whether
+ the connected input devices are game controllers. If so, the method retrieves
+ the device IDs for the game controllers. You can then associate each device
+ ID with a player in your game, and process game actions for each connected
+ player separately. To learn more about supporting multiple game controllers
+ that are simultaneously connected on the same Android device, see
+ <a href="multiple-controllers.html">Supporting Multiple Game Controllers</a>.</p>
+<pre>
+public ArrayList<Integer> getGameControllerIds() {
+ ArrayList<Integer> gameControllerDeviceIds = new ArrayList<Integer>();
+ int[] deviceIds = InputDevice.getDeviceIds();
+ for (int deviceId : deviceIds) {
+ InputDevice dev = InputDevice.getDevice(deviceId);
+ int sources = dev.getSources();
+
+ // Verify that the device has gamepad buttons, control sticks, or both.
+ if (((sources &amp; InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD)
+ || ((sources &amp; InputDevice.SOURCE_JOYSTICK)
+ == InputDevice.SOURCE_JOYSTICK)) {
+ // This device is a game controller. Store its device ID.
+ if (!gameControllerDeviceIds.contains(deviceId)) {
+ gameControllerDeviceIds.add(deviceId);
+ }
+ }
+ }
+ return gameControllerDeviceIds;
+}
+</pre>
+<p>Additionally, you might want to check for individual input capabilities
+supported by a connected game controller. This might be useful, for example, if
+you want your game to use only input from the set of physical controls it
+understands.</p>
+<p>To detect if a specific key code or axis code is supported by a connected
+game controller, use these techniques:</p>
+<ul>
+<li>In Android 4.4 (API level 19) or higher, you can determine if a key code is
+supported on a connected game controller by calling
+{@link android.view.InputDevice#hasKeys(int...)}.</li>
+<li>In Android 3.1 (API level 12) or higher, you can find all available axes
+supported on a connected game controller by first calling
+{@link android.view.InputDevice#getMotionRanges()}. Then, on each
+{@link android.view.InputDevice.MotionRange} object returned, call
+{@link android.view.InputDevice.MotionRange#getAxis()} to get its axis ID.</li>
+</ul>
+
+<h2 id="button">Process Gamepad Button Presses</h2>
+<p>Figure 1 shows how Android maps key codes and axis values to the physical
+controls on most game controllers.</p>
+<img src="{@docRoot}images/training/game-controller-profiles.png" alt=""
+id="figure1" />
+<p class="img-caption">
+ <strong>Figure 1.</strong> Profile for a generic game controller.
+</p>
+<p>The callouts in the figure refer to the following:</p>
+<div style="-moz-column-count:2;-webkit-column-count:2;column-count:2;">
+<ol style="margin-left:30px;list-style:decimal;">
+<li>{@link android.view.MotionEvent#AXIS_HAT_X},
+{@link android.view.MotionEvent#AXIS_HAT_Y},
+{@link android.view.KeyEvent#KEYCODE_DPAD_UP DPAD_UP},
+{@link android.view.KeyEvent#KEYCODE_DPAD_DOWN DPAD_DOWN},
+{@link android.view.KeyEvent#KEYCODE_DPAD_LEFT DPAD_LEFT},
+{@link android.view.KeyEvent#KEYCODE_DPAD_RIGHT DPAD_RIGHT}
+</li>
+<li>{@link android.view.MotionEvent#AXIS_X},
+{@link android.view.MotionEvent#AXIS_Y},
+{@link android.view.KeyEvent#KEYCODE_BUTTON_THUMBL BUTTON_THUMBL}</li>
+<li>{@link android.view.MotionEvent#AXIS_Z},
+{@link android.view.MotionEvent#AXIS_RZ},
+{@link android.view.KeyEvent#KEYCODE_BUTTON_THUMBR BUTTON_THUMBR}</li>
+<li>{@link android.view.KeyEvent#KEYCODE_BUTTON_X BUTTON_X}</li>
+<li>{@link android.view.KeyEvent#KEYCODE_BUTTON_A BUTTON_A}</li>
+<li>{@link android.view.KeyEvent#KEYCODE_BUTTON_Y BUTTON_Y}</li>
+<li>{@link android.view.KeyEvent#KEYCODE_BUTTON_B BUTTON_B}</li>
+<li>{@link android.view.KeyEvent#KEYCODE_BUTTON_R1 BUTTON_R1}</li>
+<li>{@link android.view.MotionEvent#AXIS_RTRIGGER},
+{@link android.view.MotionEvent#AXIS_THROTTLE}</li>
+<li>{@link android.view.MotionEvent#AXIS_LTRIGGER},
+{@link android.view.MotionEvent#AXIS_BRAKE}</li>
+<li>{@link android.view.KeyEvent#KEYCODE_BUTTON_L1 BUTTON_L1}</li>
+</ol>
+</div>
+<p>Common key codes generated by gamepad button presses include
+ {@link android.view.KeyEvent#KEYCODE_BUTTON_A BUTTON_A},
+{@link android.view.KeyEvent#KEYCODE_BUTTON_B BUTTON_B},
+{@link android.view.KeyEvent#KEYCODE_BUTTON_SELECT BUTTON_SELECT},
+and {@link android.view.KeyEvent#KEYCODE_BUTTON_START BUTTON_START}. Some game
+controllers also trigger the {@link android.view.KeyEvent#KEYCODE_DPAD_CENTER
+DPAD_CENTER} key code when the center of the D-pad crossbar is pressed. Your
+game can inspect the key code by calling {@link android.view.KeyEvent#getKeyCode()}
+or from key event callbacks such as
+{@link android.view.View#onKeyDown(int, android.view.KeyEvent) onKeyDown()},
+and if it represents an event that is relevant to your game, process it as a
+game action. Table 1 lists the recommended game actions for the most common
+gamepad buttons.
+</p>
+
+<p class="table-caption" id="table1">
+ <strong>Table 1.</strong> Recommended game actions for gamepad
+buttons.</p>
+<table>
+ <tr>
+ <th scope="col">Game Action</th>
+ <th scope="col">Button Key Code</th>
+ </tr>
+ <tr>
+ <td>Start game in main menu, or pause/unpause during game</td>
+ <td>{@link android.view.KeyEvent#KEYCODE_BUTTON_START BUTTON_START}</td>
+ </tr>
+ <tr>
+ <td>Display menu</td>
+ <td>{@link android.view.KeyEvent#KEYCODE_BUTTON_SELECT BUTTON_SELECT} and
+{@link android.view.KeyEvent#KEYCODE_MENU}</td>
+ </tr>
+ <tr>
+ <td>Same as Android <em>Back</em></td>
+ <td>{@link android.view.KeyEvent#KEYCODE_BUTTON_B BUTTON_B}<sup>*</sup> and
+{@link android.view.KeyEvent#KEYCODE_BACK KEYCODE_BACK}</td>
+ </tr>
+ <tr>
+ <td>Confirm selection, or perform primary game action</td>
+ <td>{@link android.view.KeyEvent#KEYCODE_BUTTON_A BUTTON_A}<sup>*</sup> and
+{@link android.view.KeyEvent#KEYCODE_DPAD_CENTER DPAD_CENTER}</td>
+ </tr>
+</table>
+<p>
+<em>* This could be the opposite button (A/B), depending on the locale that
+you are supporting.</em>
+</p>
+
+<p class="note"><strong>Tip: </strong>Consider providing a configuration screen
+in your game to allow users to personalize their own game controller mappings for
+game actions.</p>
+
+<p>The following snippet shows how you might override
+{@link android.view.View#onKeyDown(int, android.view.KeyEvent) onKeyDown()} to
+associate the {@link android.view.KeyEvent#KEYCODE_BUTTON_A BUTTON_A} and
+{@link android.view.KeyEvent#KEYCODE_DPAD_CENTER DPAD_CENTER} button presses
+with a game action.
+</p>
+<pre>
+public class GameView extends View {
+ ...
+
+ &#64;Override
+ public boolean onKeyDown(int keyCode, KeyEvent event) {
+ boolean handled = false;
+ if ((event.getSource() &amp; InputDevice.SOURCE_GAMEPAD)
+ == InputDevice.SOURCE_GAMEPAD) {
+ if (event.getRepeatCount() == 0) {
+ switch (keyCode) {
+ // Handle gamepad and D-pad button presses to
+ // navigate the ship
+ ...
+
+ default:
+ if (isFireKey(keyCode)) {
+ // Update the ship object to fire lasers
+ ...
+ handled = true;
+ }
+ break;
+ }
+ }
+ if (handled) {
+ return true;
+ }
+ }
+ return super.onKeyDown(keyCode, event);
+ }
+
+ private static boolean isFireKey(int keyCode) {
+ // Here we treat Button_A and DPAD_CENTER as the primary action
+ // keys for the game. You may need to switch this to Button_B and
+ // DPAD_CENTER depending on the user expectations for the locale
+ // in which your game runs.
+ return keyCode == KeyEvent.KEYCODE_DPAD_CENTER
+ || keyCode == KeyEvent.KEYCODE_BUTTON_A;
+ }
+}
+</pre>
+
+<p>Follow these best practices when handling button presses:</p>
+<ul>
+<li><strong>Provide localized button mappings.</strong> Generally, if your game
+has a primary gameplay action (for example, it fires lasers, lets your avatar
+do a high jump, or confirms an item selection), you should map
+both {@link android.view.KeyEvent#KEYCODE_DPAD_CENTER DPAD_CENTER} and
+{@link android.view.KeyEvent#KEYCODE_BUTTON_A BUTTON_A} to this action. However,
+in some locales, users may expect
+{@link android.view.KeyEvent#KEYCODE_BUTTON_B BUTTON_B} to be the confirm
+button and {@link android.view.KeyEvent#KEYCODE_BUTTON_A BUTTON_A} to be the
+back button instead. If you are supporting these locales, make sure to treat
+the A and B buttons accordingly in your game. To determine the user's locale,
+call the {@link java.util.Locale#getDefault()} method.
+<li><strong>Map {@link android.view.KeyEvent#KEYCODE_BUTTON_A BUTTON_A}
+consistently across different Android versions.</strong> On Android 4.2 (API
+level 17) and lower, the system treats
+{@link android.view.KeyEvent#KEYCODE_BUTTON_A BUTTON_A} as the Android
+<em>Back</em> key by default. If your app supports these Android
+versions, make sure to treat
+{@link android.view.KeyEvent#KEYCODE_BUTTON_A BUTTON_A} as the primary game
+action (except in the localization case mentioned
+above). To determine the current Android SDK
+version on the device, refer to the
+{@link android.os.Build.VERSION#SDK_INT Build.VERSION.SDK_INT} value.
+</li>
+</ul>
+
+<h2 id="dpad">Process Directional Pad Input</h2>
+<p>The 4-way directional pad (D-pad) is a common physical control in many game
+controllers. Android reports D-pad UP and DOWN presses as
+{@link android.view.MotionEvent#AXIS_HAT_Y} events with a range
+from -1.0 (up) to 1.0 (down), and D-pad LEFT or RIGHT presses as
+{@link android.view.MotionEvent#AXIS_HAT_X} events with a range from -1.0
+(left) to 1.0 (right).</p>
+<p>Some controllers instead report D-pad presses with a key code. If your game
+cares about D-pad presses, you should treat the hat axis events and the D-pad
+key codes as the same input events, as recommended in table 2.</p>
+<p class="table-caption" id="table2">
+ <strong>Table 2.</strong> Recommended default game actions for D-pad key
+ codes and hat axis values.</p>
+<table>
+ <tr>
+ <th scope="col">Game Action</th>
+ <th scope="col">D-pad Key Code</th>
+ <th scope="col">Hat Axis Code</th>
+ </tr>
+ <tr>
+ <td>Move Up</td>
+ <td>{@link android.view.KeyEvent#KEYCODE_DPAD_UP}</td>
+ <td>{@link android.view.MotionEvent#AXIS_HAT_Y} (for values 0 to -1.0)</td>
+ </tr>
+ <tr>
+ <td>Move Down</td>
+ <td>{@link android.view.KeyEvent#KEYCODE_DPAD_DOWN}</td>
+ <td>{@link android.view.MotionEvent#AXIS_HAT_Y} (for values 0 to 1.0)</td>
+ </tr>
+ <tr>
+ <td>Move Left</td>
+ <td>{@link android.view.KeyEvent#KEYCODE_DPAD_LEFT}</td>
+ <td>{@link android.view.MotionEvent#AXIS_HAT_X} (for values 0 to -1.0)</td>
+ </tr>
+ <tr>
+ <td>Move Right</td>
+ <td>{@link android.view.KeyEvent#KEYCODE_DPAD_RIGHT}</td>
+ <td>{@link android.view.MotionEvent#AXIS_HAT_X} (for values 0 to 1.0)</td>
+ </tr>
+</table>
+
+
+<p>The following code snippet shows a helper class that lets you check the hat
+axis and key code values from an input event to determine the D-pad direction.
+</p>
+<pre>
+public class Dpad {
+ final static int UP = 0;
+ final static int LEFT = 1;
+ final static int RIGHT = 2;
+ final static int DOWN = 3;
+ final static int CENTER = 4;
+
+ int directionPressed = -1; // initialized to -1
+
+ public int getDirectionPressed(InputEvent event) {
+ if (!isDpadDevice(event)) {
+ return -1;
+ }
+
+ // If the input event is a MotionEvent, check its hat axis values.
+ if (event instanceof MotionEvent) {
+
+ // Use the hat axis value to find the D-pad direction
+ MotionEvent motionEvent = (MotionEvent) event;
+ float xaxis = motionEvent.getAxisValue(MotionEvent.AXIS_HAT_X);
+ float yaxis = motionEvent.getAxisValue(MotionEvent.AXIS_HAT_Y);
+
+ // Check if the AXIS_HAT_X value is -1 or 1, and set the D-pad
+ // LEFT and RIGHT direction accordingly.
+ if (Float.compare(xaxis, -1.0f) == 0) {
+ directionPressed = Dpad.LEFT;
+ } else if (Float.compare(xaxis, 1.0f) == 0) {
+ directionPressed = Dpad.RIGHT;
+ }
+ // Check if the AXIS_HAT_Y value is -1 or 1, and set the D-pad
+ // UP and DOWN direction accordingly.
+ else if (Float.compare(yaxis, -1.0f) == 0) {
+ directionPressed = Dpad.UP;
+ } else if (Float.compare(yaxis, -1.0f) == 0) {
+ directionPressed = Dpad.DOWN;
+ }
+ }
+
+ // If the input event is a KeyEvent, check its key code.
+ else if (event instanceof KeyEvent) {
+
+ // Use the key code to find the D-pad direction.
+ KeyEvent keyEvent = (KeyEvent) event;
+ if (keyEvent.getKeyCode() == KeyEvent.KEYCODE_DPAD_LEFT) {
+ directionPressed = Dpad.LEFT;
+ } else if (keyEvent.getKeyCode() == KeyEvent.KEYCODE_DPAD_RIGHT) {
+ directionPressed = Dpad.RIGHT;
+ } else if (keyEvent.getKeyCode() == KeyEvent.KEYCODE_DPAD_UP) {
+ directionPressed = Dpad.UP;
+ } else if (keyEvent.getKeyCode() == KeyEvent.KEYCODE_DPAD_DOWN) {
+ directionPressed = Dpad.DOWN;
+ } else if (keyEvent.getKeyCode() == KeyEvent.KEYCODE_DPAD_CENTER) {
+ directionPressed = Dpad.CENTER;
+ }
+ }
+ return directionPressed;
+ }
+
+ public static boolean isDpadDevice(InputEvent event) {
+ // Check that input comes from a device with directional pads.
+ if ((event.getSource() &amp; InputDevice.SOURCE_DPAD)
+ != InputDevice.SOURCE_DPAD) {
+ return true;
+ } else {
+ return false;
+ }
+ }
+}
+</pre>
+
+<p>You can use this helper class in your game wherever you want to process
+ D-pad input (for example, in the
+{@link android.view.View#onGenericMotionEvent(android.view.MotionEvent)
+onGenericMotionEvent()} or
+{@link android.view.View#onKeyDown(int, android.view.KeyEvent) onKeyDown()}
+callbacks).</p>
+<p>For example:</p>
+<pre>
+Dpad mDpad = new Dpad();
+...
+&#64;Override
+public boolean onGenericMotionEvent(MotionEvent event) {
+
+ // Check if this event if from a D-pad and process accordingly.
+ if (Dpad.isDpadDevice(event)) {
+
+ int press = mDpad.getDirectionPressed(event);
+ switch (press) {
+ case LEFT:
+ // Do something for LEFT direction press
+ ...
+ return true;
+ case RIGHT:
+ // Do something for RIGHT direction press
+ ...
+ return true;
+ case UP:
+ // Do something for UP direction press
+ ...
+ return true;
+ ...
+ }
+ }
+
+ // Check if this event is from a joystick movement and process accordingly.
+ ...
+}
+</pre>
+
+<h2 id="joystick">Process Joystick Movements</h2>
+<p>When players move a joystick on their game controllers, Android reports a
+{@link android.view.MotionEvent} that contains the
+{@link android.view.MotionEvent#ACTION_MOVE} action code and the updated
+positions of the joystick's axes. Your game can use the data provided by
+the {@link android.view.MotionEvent} to determine if a joystick movement it
+cares about happened.
+</p>
+<p>Note that joystick motion events may batch multiple movement samples together
+within a single object. The {@link android.view.MotionEvent} object contains
+the current position for each joystick axis as well as multiple historical
+positions for each axis. When reporting motion events with action code {@link android.view.MotionEvent#ACTION_MOVE} (such as joystick movements), Android batches up the
+axis values for efficiency. The historical values for an axis consists of the
+set of distinct values older than the current axis value, and more recent than
+values reported in any previous motion events. See the
+{@link android.view.MotionEvent} reference for details.</p>
+<p>You can use the historical information to more accurately render a game
+object's movement based on the joystick input. To
+retrieve the current and historical values, call
+{@link android.view.MotionEvent#getAxisValue(int)
+getAxisValue()} or {@link android.view.MotionEvent#getHistoricalAxisValue(int,
+int) getHistoricalAxisValue()}. You can also find the number of historical
+points in the joystick event by calling
+{@link android.view.MotionEvent#getHistorySize()}.</p>
+<p>The following snippet shows how you might override the
+{@link android.view.View#onGenericMotionEvent(android.view.MotionEvent)
+onGenericMotionEvent()} callback to process joystick input. You should first
+process the historical values for an axis, then process its current position.
+</p>
+<pre>
+public class GameView extends View {
+
+ &#64;Override
+ public boolean onGenericMotionEvent(MotionEvent event) {
+
+ // Check that the event came from a game controller
+ if ((event.getSource() &amp; InputDevice.SOURCE_JOYSTICK) ==
+ InputDevice.SOURCE_JOYSTICK &amp;&amp;
+ event.getAction() == MotionEvent.ACTION_MOVE)
+
+ // Process all historical movement samples in the batch
+ final int historySize = event.getHistorySize();
+
+ // Process the movements starting from the
+ // earliest historical position in the batch
+ for (int i = 0; i &lt; historySize; i++) {
+ // Process the event at historical position i
+ processJoystickInput(event, i);
+ }
+
+ // Process the current movement sample in the batch (position -1)
+ processJoystickInput(event, -1);
+ return true;
+ }
+ return super.onGenericMotionEvent(event);
+ }
+}
+</pre>
+<p>Before using joystick input, you need to determine if the joystick is
+centered, then calculate its axis movements accordingly. Joysticks typically
+have a <em>flat</em> area, that is, a range of values near the (0,0) coordinate
+at which the axis is considered to be centered. If the axis value reported by
+Android falls within the flat area, you should treat the controller to be at
+rest (that is, motionless along both axes).</p>
+<p>The snippet below shows a helper method that calculates the movement along
+each axis. You invoke this helper in the {@code processJoystickInput()} method
+described further below.
+</p>
+<pre>
+private static float getCenteredAxis(MotionEvent event,
+ InputDevice device, int axis, int historyPos) {
+ final InputDevice.MotionRange range =
+ device.getMotionRange(axis, event.getSource());
+
+ // A joystick at rest does not always report an absolute position of
+ // (0,0). Use the getFlat() method to determine the range of values
+ // bounding the joystick axis center.
+ if (range != null) {
+ final float flat = range.getFlat();
+ final float value =
+ historyPos &lt; 0 ? event.getAxisValue(axis):
+ event.getHistoricalAxisValue(axis, historyPos);
+
+ // Ignore axis values that are within the 'flat' region of the
+ // joystick axis center.
+ if (Math.abs(value) > flat) {
+ return value;
+ }
+ }
+ return 0;
+}
+</pre>
+<p>Putting it all together, here is how you might process joystick movements in
+your game:</p>
+<pre>
+private void processJoystickInput(MotionEvent event,
+ int historyPos) {
+
+ InputDevice mInputDevice = event.getDevice();
+
+ // Calculate the horizontal distance to move by
+ // using the input value from one of these physical controls:
+ // the left control stick, hat axis, or the right control stick.
+ float x = getCenteredAxis(event, mInputDevice,
+ MotionEvent.AXIS_X, historyPos);
+ if (x == 0) {
+ x = getCenteredAxis(event, mInputDevice,
+ MotionEvent.AXIS_HAT_X, historyPos);
+ }
+ if (x == 0) {
+ x = getCenteredAxis(event, mInputDevice,
+ MotionEvent.AXIS_Z, historyPos);
+ }
+
+ // Calculate the vertical distance to move by
+ // using the input value from one of these physical controls:
+ // the left control stick, hat switch, or the right control stick.
+ float y = getCenteredAxis(event, mInputDevice,
+ MotionEvent.AXIS_Y, historyPos);
+ if (y == 0) {
+ y = getCenteredAxis(event, mInputDevice,
+ MotionEvent.AXIS_HAT_Y, historyPos);
+ }
+ if (y == 0) {
+ y = getCenteredAxis(event, mInputDevice,
+ MotionEvent.AXIS_RZ, historyPos);
+ }
+
+ // Update the ship object based on the new x and y values
+ ...
+
+ return true;
+}
+</pre>
+<p>To support game controllers that have more sophisticated
+features beyond a single joystick, follow these best practices: </p>
+<ul>
+<li><strong>Handle dual controller sticks.</strong> Many game controllers have
+both a left and right joystick. For the left stick, Android
+reports horizontal movements as {@link android.view.MotionEvent#AXIS_X} events
+and vertical movements as {@link android.view.MotionEvent#AXIS_Y} events.
+For the right stick, Android reports horizontal movements as
+{@link android.view.MotionEvent#AXIS_Z} events and vertical movements as
+{@link android.view.MotionEvent#AXIS_RZ} events. Make sure to handle
+both controller sticks in your code.</li>
+<li><strong>Handle shoulder trigger presses (but provide alternative input
+methods).</strong> Some controllers have left and right shoulder
+triggers. If these triggers are present, Android reports a left trigger press
+as an {@link android.view.MotionEvent#AXIS_LTRIGGER} event and a
+right trigger press as an
+{@link android.view.MotionEvent#AXIS_RTRIGGER} event. On Android
+4.3 (API level 18), a controller that produces a
+{@link android.view.MotionEvent#AXIS_LTRIGGER} also reports an
+identical value for the {@link android.view.MotionEvent#AXIS_BRAKE} axis. The
+same is true for {@link android.view.MotionEvent#AXIS_RTRIGGER} and
+{@link android.view.MotionEvent#AXIS_GAS}. Android reports all analog trigger
+presses with a normalized value from 0.0 (released) to 1.0 (fully pressed). Not
+all controllers have triggers, so consider allowing players to perform those
+game actions with other buttons.
+</li>
+</ul> \ No newline at end of file