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diff --git a/docs/html/training/game-controllers/controller-input.jd b/docs/html/training/game-controllers/controller-input.jd new file mode 100644 index 000000000000..2c50ae1a67fb --- /dev/null +++ b/docs/html/training/game-controllers/controller-input.jd @@ -0,0 +1,656 @@ +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 & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) + || ((sources & 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 { + ... + + @Override + public boolean onKeyDown(int keyCode, KeyEvent event) { + boolean handled = false; + if ((event.getSource() & 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() & 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(); +... +@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 { + + @Override + public boolean onGenericMotionEvent(MotionEvent event) { + + // Check that the event came from a game controller + if ((event.getSource() & InputDevice.SOURCE_JOYSTICK) == + InputDevice.SOURCE_JOYSTICK && + 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 < 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 < 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>
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