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https://github.com/Lime3DS/Lime3DS.git
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android: Gamepads can now control the in-game menu
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461c8c9574
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@ -35,6 +35,7 @@ import io.github.lime3ds.android.display.ScreenAdjustmentUtil
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import io.github.lime3ds.android.features.hotkeys.HotkeyUtility
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import io.github.lime3ds.android.features.settings.model.SettingsViewModel
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import io.github.lime3ds.android.features.settings.model.view.InputBindingSetting
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import io.github.lime3ds.android.fragments.EmulationFragment
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import io.github.lime3ds.android.fragments.MessageDialogFragment
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import io.github.lime3ds.android.utils.ControllerMappingHelper
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import io.github.lime3ds.android.utils.FileBrowserHelper
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@ -49,14 +50,20 @@ class EmulationActivity : AppCompatActivity() {
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get() = PreferenceManager.getDefaultSharedPreferences(LimeApplication.appContext)
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private var foregroundService: Intent? = null
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var isActivityRecreated = false
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private val settingsViewModel: SettingsViewModel by viewModels()
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private val emulationViewModel: EmulationViewModel by viewModels()
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private val settingsViewModel: SettingsViewModel by viewModels()
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private lateinit var binding: ActivityEmulationBinding
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private lateinit var screenAdjustmentUtil: ScreenAdjustmentUtil
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private lateinit var hotkeyUtility: HotkeyUtility
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private val emulationFragment: EmulationFragment
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get() {
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val navHostFragment =
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supportFragmentManager.findFragmentById(R.id.fragment_container) as NavHostFragment
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return navHostFragment.getChildFragmentManager().fragments.last() as EmulationFragment
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}
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private var isEmulationRunning: Boolean = false
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override fun onCreate(savedInstanceState: Bundle?) {
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@ -198,6 +205,10 @@ class EmulationActivity : AppCompatActivity() {
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return false
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}
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if (emulationFragment.isDrawerOpen()) {
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return super.dispatchKeyEvent(event)
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}
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val button =
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preferences.getInt(InputBindingSetting.getInputButtonKey(event.keyCode), event.keyCode)
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val action: Int = when (event.action) {
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@ -236,11 +247,9 @@ class EmulationActivity : AppCompatActivity() {
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override fun dispatchGenericMotionEvent(event: MotionEvent): Boolean {
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// TODO: Move this check into native code - prevents crash if input pressed before starting emulation
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if (!NativeLibrary.isRunning()) {
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return super.dispatchGenericMotionEvent(event)
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}
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if (event.source and InputDevice.SOURCE_CLASS_JOYSTICK == 0) {
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if (!NativeLibrary.isRunning() ||
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(event.source and InputDevice.SOURCE_CLASS_JOYSTICK == 0) ||
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emulationFragment.isDrawerOpen()) {
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return super.dispatchGenericMotionEvent(event)
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}
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@ -190,10 +190,16 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback, Choreographer.Fram
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override fun onDrawerOpened(drawerView: View) {
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binding.drawerLayout.setDrawerLockMode(DrawerLayout.LOCK_MODE_UNLOCKED)
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binding.surfaceInputOverlay.isClickable = false
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binding.surfaceInputOverlay.isFocusable = false
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binding.surfaceInputOverlay.isFocusableInTouchMode = false
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}
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override fun onDrawerClosed(drawerView: View) {
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binding.drawerLayout.setDrawerLockMode(EmulationMenuSettings.drawerLockMode)
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binding.surfaceInputOverlay.isClickable = true
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binding.surfaceInputOverlay.isFocusable = true
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binding.surfaceInputOverlay.isFocusableInTouchMode = true
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}
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override fun onDrawerStateChanged(newState: Int) {
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@ -412,6 +418,10 @@ class EmulationFragment : Fragment(), SurfaceHolder.Callback, Choreographer.Fram
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setInsets()
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}
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fun isDrawerOpen(): Boolean {
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return binding.drawerLayout.isOpen
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}
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private fun togglePause() {
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if(emulationState.isPaused) {
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emulationState.unpause()
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