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authorquddusc <quddusc@google.com>2014-01-21 20:13:48 -0800
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am 0cb965a6: am 5020a873: Merge "cherrypick from jb-mr2-docs docs: Training class for game controllers. Change-Id: I697770aee8604c965c3730691459c1e8f10705da" into klp-docs
* commit '0cb965a69aac9c2a83798960a0efeaa6e596e445': cherrypick from jb-mr2-docs docs: Training class for game controllers. Change-Id: I697770aee8604c965c3730691459c1e8f10705da
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+page.title=Supporting Controllers Across Android Versions
+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="#prepare">Prepare to Abstract APIs for Game Controller
+Suppport</a></li>
+ <li><a href="#abstraction">Add an Interface for Backward Compatibility</a></li>
+ <li><a href="#newer">Implement the Interface on Android 4.1 and Higher</a></li>
+ <li><a href="#older">Implement the Interface on Android 2.3 up to Android
+4.0</a></li>
+ <li><a href="#using">Use the Version-Specific Implementations</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>If you are supporting game controllers in your game, it's your responsibility
+to make sure that your game responds to controllers consistently across devices
+running on different versions of Android. This lets your game reach a wider
+audience, and your players can enjoy a seamless gameplay experience with
+their controllers even when they switch or upgrade their Android devices.</p>
+
+<p>This lesson demonstrates how to use APIs available in Android 4.1 and higher
+in a backward compatible way, enabling your game to support the following
+features on devices running Android 2.3 and higher:</p>
+<ul>
+<li>The game can detect if a new game controller is added, changed, or removed.</li>
+<li>The game can query the capabilities of a game controller.</li>
+<li>The game can recognize incoming motion events from a game controller.</li>
+</ul>
+
+<p>The examples in this lesson are based on the reference implementation
+provided by the sample {@code ControllerSample.zip} available for download
+above. This sample shows how to implement the {@code InputManagerCompat}
+interface to support different versions of Android. To compile the sample, you
+must use Android 4.1 (API level 16) or higher. Once compiled, the sample app
+runs on any device running Android 2.3 (API level 9) or higher as the build
+target.
+</p>
+
+<h2 id="prepare">Prepare to Abstract APIs for Game Controller Support</h2>
+<p>Suppose you want to be able to determine if a game controller's connection
+status has changed on devices running on Android 2.3 (API level 9). However,
+the APIs are only available in Android 4.1 (API level 16) and higher, so you
+need to provide an implementation that supports Android 4.1 and higher while
+providing a fallback mechanism that supports Android 2.3 up to Android 4.0.</p>
+
+<p>To help you determine which features require such a fallback mechanism for
+ older versions, table 1 lists the differences in game controller support
+ between Android 2.3 (API level 9), 3.1 (API level 12), and 4.1 (API level
+ 16).</p>
+
+<p class="table-caption" id="game-controller-support-table">
+<strong>Table 1.</strong> APIs for game controller support across
+different Android versions.
+</p>
+
+<table>
+<tbody>
+<tr>
+<th>Controller Information</th>
+<th>Controller API</th>
+<th>API level 9</th>
+<th>API level 12</th>
+<th>API level 16</th>
+</tr>
+
+<tr>
+<td rowspan="5">Device Identification</td>
+<td>{@link android.hardware.input.InputManager#getInputDeviceIds()}</td>
+<td style="text-align: center;"><big>&nbsp;</big></td>
+<td style="text-align: center;"><big>&nbsp;</big></td>
+<td style="text-align: center;"><big>&bull;</big></td>
+</tr>
+
+<tr>
+<td>{@link android.hardware.input.InputManager#getInputDevice(int)
+getInputDevice()}</td>
+<td style="text-align: center;">&nbsp;</td>
+<td style="text-align: center;"><big>&nbsp;</big></td>
+<td style="text-align: center;"><big>&bull;</big></td>
+</tr>
+
+<tr>
+<td>{@link android.view.InputDevice#getVibrator()}</td>
+<td style="text-align: center;">&nbsp;</td>
+<td style="text-align: center;"><big>&nbsp;</big></td>
+<td style="text-align: center;"><big>&bull;</big></td>
+</tr>
+
+<td>{@link android.view.InputDevice#SOURCE_JOYSTICK}</td>
+<td style="text-align: center;">&nbsp;</td>
+<td style="text-align: center;"><big>&bull;</big></td>
+<td style="text-align: center;"><big>&bull;</big></td>
+</tr>
+
+<tr>
+<td>{@link android.view.InputDevice#SOURCE_GAMEPAD}</td>
+<td style="text-align: center;">&nbsp;</td>
+<td style="text-align: center;"><big>&bull;</big></td>
+<td style="text-align: center;"><big>&bull;</big></td>
+</tr>
+
+<tr>
+<td rowspan="3">Connection Status</td>
+<td>{@link android.hardware.input.InputManager.InputDeviceListener#onInputDeviceAdded(int) onInputDeviceAdded()}</td>
+<td style="text-align: center;">&nbsp;</td>
+<td style="text-align: center;">&nbsp;</td>
+<td style="text-align: center;"><big>&bull;</big></td>
+</tr>
+
+<tr>
+<td>{@link android.hardware.input.InputManager.InputDeviceListener#onInputDeviceChanged(int) onInputDeviceChanged()}</td>
+<td style="text-align: center;">&nbsp;</td>
+<td style="text-align: center;">&nbsp;</td>
+<td style="text-align: center;"><big>&bull;</big></td>
+</tr>
+
+<tr>
+<td>{@link android.hardware.input.InputManager.InputDeviceListener#onInputDeviceRemoved(int) onInputDeviceRemoved()}</td>
+<td style="text-align: center;">&nbsp;</td>
+<td style="text-align: center;">&nbsp;</td>
+<td style="text-align: center;"><big>&bull;</big></td>
+</tr>
+
+<tr>
+<td rowspan="4">Input Event Identification</td>
+<td>D-pad press (
+{@link android.view.KeyEvent#KEYCODE_DPAD_UP},
+{@link android.view.KeyEvent#KEYCODE_DPAD_DOWN},
+{@link android.view.KeyEvent#KEYCODE_DPAD_LEFT},
+{@link android.view.KeyEvent#KEYCODE_DPAD_RIGHT},
+{@link android.view.KeyEvent#KEYCODE_DPAD_CENTER})</td>
+<td style="text-align: center;"><big>&bull;</big></td>
+<td style="text-align: center;"><big>&bull;</big></td>
+<td style="text-align: center;"><big>&bull;</big></td>
+</tr>
+
+<tr>
+<td>Gamepad button press (
+{@link android.view.KeyEvent#KEYCODE_BUTTON_A BUTTON_A},
+{@link android.view.KeyEvent#KEYCODE_BUTTON_B BUTTON_B},
+{@link android.view.KeyEvent#KEYCODE_BUTTON_THUMBL BUTTON_THUMBL},
+{@link android.view.KeyEvent#KEYCODE_BUTTON_THUMBR BUTTON_THUMBR},
+{@link android.view.KeyEvent#KEYCODE_BUTTON_SELECT BUTTON_SELECT},
+{@link android.view.KeyEvent#KEYCODE_BUTTON_START BUTTON_START},
+{@link android.view.KeyEvent#KEYCODE_BUTTON_R1 BUTTON_R1},
+{@link android.view.KeyEvent#KEYCODE_BUTTON_L1 BUTTON_L1},
+{@link android.view.KeyEvent#KEYCODE_BUTTON_R2 BUTTON_R2},
+{@link android.view.KeyEvent#KEYCODE_BUTTON_L2 BUTTON_L2})</td>
+<td style="text-align: center;">&nbsp;</td>
+<td style="text-align: center;"><big>&bull;</big></td>
+<td style="text-align: center;"><big>&bull;</big></td>
+</tr>
+
+<tr>
+<td>Joystick and hat switch movement (
+{@link android.view.MotionEvent#AXIS_X},
+{@link android.view.MotionEvent#AXIS_Y},
+{@link android.view.MotionEvent#AXIS_Z},
+{@link android.view.MotionEvent#AXIS_RZ},
+{@link android.view.MotionEvent#AXIS_HAT_X},
+{@link android.view.MotionEvent#AXIS_HAT_Y})</td>
+<td style="text-align: center;">&nbsp;</td>
+<td style="text-align: center;"><big>&bull;</big></td>
+<td style="text-align: center;"><big>&bull;</big></td>
+</tr>
+
+<tr>
+<td>Analog trigger press (
+{@link android.view.MotionEvent#AXIS_LTRIGGER},
+{@link android.view.MotionEvent#AXIS_RTRIGGER})</td>
+<td style="text-align: center;">&nbsp;</td>
+<td style="text-align: center;"><big>&bull;</big></td>
+<td style="text-align: center;"><big>&bull;</big></td>
+</tr>
+
+</tbody>
+</table>
+
+<p>You can use abstraction to build version-aware game controller support that
+works across platforms. This approach involves the following steps:</p>
+<ol>
+<li>Define an intermediary Java interface that abstracts the implementation of
+the game controller features required by your game.</li>
+<li>Create a proxy implementation of your interface that uses APIs in Android
+4.1 and higher.</li>
+<li>Create a custom implementation of your interface that uses APIs available
+between Android 2.3 up to Android 4.0.</li>
+<li>Create the logic for switching between these implementations at runtime,
+and begin using the interface in your game.</li>
+</ol>
+
+<p>For an overview of how abstraction can be used to ensure that applications
+can work in a backward compatible way across different versions of Android, see
+<a href="{@docRoot}training/backward-compatible-ui/index.html">Creating
+Backward-Compatible UIs</a>.
+</p>
+
+<h2 id="abstraction">Add an Interface for Backward Compatibility</h2>
+
+<p>To provide backward compatibility, you can create a custom interface then
+add version-specific implementations. One advantage of this approach is that it
+lets you mirror the public interfaces on Android 4.1 (API level 16) that
+support game controllers.</p>
+<pre>
+// The InputManagerCompat interface is a reference example.
+// The full code is provided in the ControllerSample.zip sample.
+public interface InputManagerCompat {
+ ...
+ public InputDevice getInputDevice(int id);
+ public int[] getInputDeviceIds();
+
+ public void registerInputDeviceListener(
+ InputManagerCompat.InputDeviceListener listener,
+ Handler handler);
+ public void unregisterInputDeviceListener(
+ InputManagerCompat.InputDeviceListener listener);
+
+ public void onGenericMotionEvent(MotionEvent event);
+
+ public void onPause();
+ public void onResume();
+
+ public interface InputDeviceListener {
+ void onInputDeviceAdded(int deviceId);
+ void onInputDeviceChanged(int deviceId);
+ void onInputDeviceRemoved(int deviceId);
+ }
+ ...
+}
+</pre>
+<p>The {@code InputManagerCompat} interface provides the following methods:</p>
+<dl>
+<dt>{@code getInputDevice()}</dt>
+<dd>Mirrors {@link android.hardware.input.InputManager#getInputDevice(int)
+getInputDevice()}. Obtains the {@link android.view.InputDevice}
+object that represents the capabilities of a game controller.</dd>
+<dt>{@code getInputDeviceIds()}</dt>
+<dd>Mirrors {@link android.hardware.input.InputManager#getInputDeviceIds()
+getInputDeviceIds()}. Returns an array of integers, each of
+which is an ID for a different input device. This is useful if you're building
+a game that supports multiple players and you want to detect how many
+controllers are connected.</dd>
+<dt>{@code registerInputDeviceListener()}</dt>
+<dd>Mirrors {@link android.hardware.input.InputManager#registerInputDeviceListener(android.hardware.input.InputManager.InputDeviceListener, android.os.Handler)
+registerInputDeviceListener()}. Lets you register to be informed when a new
+device is added, changed, or removed.</dd>
+<dt>{@code unregisterInputDeviceListener()}</dt>
+<dd>Mirrors {@link android.hardware.input.InputManager#unregisterInputDeviceListener(android.hardware.input.InputManager.InputDeviceListener) unregisterInputDeviceListener()}.
+Unregisters an input device listener.</dd>
+<dt>{@code onGenericMotionEvent()}</dt>
+<dd>Mirrors {@link android.view.View#onGenericMotionEvent(android.view.MotionEvent)
+onGenericMotionEvent()}. Lets your game intercept and handle
+{@link android.view.MotionEvent} objects and axis values that represent events
+such as joystick movements and analog trigger presses.</dd>
+<dt>{@code onPause()}</dt>
+<dd>Stops polling for game controller events when the
+main activity is paused, or when the game no longer has focus.</dd>
+<dt>{@code onResume()}</dt>
+<dd>Starts polling for game controller events when the
+main activity is resumed, or when the game is started and runs in the
+foreground.</dd>
+<dt>{@code InputDeviceListener}</dt>
+<dd>Mirrors the {@link android.hardware.input.InputManager.InputDeviceListener}
+interface. Lets your game know when a game controller has been added, changed, or
+removed.</dd>
+</dl>
+<p>Next, create implementations for {@code InputManagerCompat} that work
+across different platform versions. If your game is running on Android 4.1 or
+higher and calls an {@code InputManagerCompat} method, the proxy implementation
+calls the equivalent method in {@link android.hardware.input.InputManager}.
+However, if your game is running on Android 2.3 up to Android 4.0, the custom implementation processes calls to {@code InputManagerCompat} methods by using
+only APIs introduced no later than Android 2.3. Regardless of which
+version-specific implementation is used at runtime, the implementation passes
+the call results back transparently to the game.</p>
+
+<img src="{@docRoot}images/training/backward-compatible-inputmanager.png" alt=""
+id="figure1" />
+<p class="img-caption">
+ <strong>Figure 1.</strong> Class diagram of interface and version-specific
+implementations.
+</p>
+
+<h2 id="newer">Implement the Interface on Android 4.1 and Higher</h2>
+<p>{@code InputManagerCompatV16} is an implementation of the
+{@code InputManagerCompat} interface that proxies method calls to an
+actual {@link android.hardware.input.InputManager} and {@link
+android.hardware.input.InputManager.InputDeviceListener}. The
+{@link android.hardware.input.InputManager} is obtained from the system
+{@link android.content.Context}.</p>
+
+<pre>
+// The InputManagerCompatV16 class is a reference implementation.
+// The full code is provided in the ControllerSample.zip sample.
+public class InputManagerV16 implements InputManagerCompat {
+
+ private final InputManager mInputManager;
+ private final Map<InputManagerCompat.InputDeviceListener,
+ V16InputDeviceListener> mListeners;
+
+ public InputManagerV16(Context context) {
+ mInputManager = (InputManager)
+ context.getSystemService(Context.INPUT_SERVICE);
+ mListeners = new HashMap<InputManagerCompat.InputDeviceListener,
+ V16InputDeviceListener>();
+ }
+
+ &#64;Override
+ public InputDevice getInputDevice(int id) {
+ return mInputManager.getInputDevice(id);
+ }
+
+ &#64;Override
+ public int[] getInputDeviceIds() {
+ return mInputManager.getInputDeviceIds();
+ }
+
+ static class V16InputDeviceListener implements
+ InputManager.InputDeviceListener {
+ final InputManagerCompat.InputDeviceListener mIDL;
+
+ public V16InputDeviceListener(InputDeviceListener idl) {
+ mIDL = idl;
+ }
+
+ &#64;Override
+ public void onInputDeviceAdded(int deviceId) {
+ mIDL.onInputDeviceAdded(deviceId);
+ }
+
+ // Do the same for device change and removal
+ ...
+ }
+
+ &#64;Override
+ public void registerInputDeviceListener(InputDeviceListener listener,
+ Handler handler) {
+ V16InputDeviceListener v16Listener = new
+ V16InputDeviceListener(listener);
+ mInputManager.registerInputDeviceListener(v16Listener, handler);
+ mListeners.put(listener, v16Listener);
+ }
+
+ // Do the same for unregistering an input device listener
+ ...
+
+ &#64;Override
+ public void onGenericMotionEvent(MotionEvent event) {
+ // unused in V16
+ }
+
+ &#64;Override
+ public void onPause() {
+ // unused in V16
+ }
+
+ &#64;Override
+ public void onResume() {
+ // unused in V16
+ }
+
+}
+</pre>
+
+<h2 id="older">Implementing the Interface on Android 2.3 up to Android 4.0</h2>
+
+<p>The {@code InputManagerV9} implementation uses APIs introduced no later
+than Android 2.3. To create an implementation of {@code
+InputManagerCompat} that supports Android 2.3 up to Android 4.0, you can use
+the following objects:
+<ul>
+<li>A {@link android.util.SparseArray} of device IDs to track the
+game controllers that are connected to the device.</li>
+<li>A {@link android.os.Handler} to process device events. When an app is started
+or resumed, the {@link android.os.Handler} receives a message to start polling
+for game controller disconnection. The {@link android.os.Handler} will start a
+loop to check each known connected game controller and see if a device ID is
+returned. A {@code null} return value indicates that the game controller is
+disconnected. The {@link android.os.Handler} stops polling when the app is
+paused.</li>
+<li>A {@link java.util.Map} of {@code InputManagerCompat.InputDeviceListener}
+objects. You will use the listeners to update the connection status of tracked
+game controllers.</li>
+</ul>
+
+<pre>
+// The InputManagerCompatV9 class is a reference implementation.
+// The full code is provided in the ControllerSample.zip sample.
+public class InputManagerV9 implements InputManagerCompat {
+ private final SparseArray<long[]> mDevices;
+ private final Map<InputDeviceListener, Handler> mListeners;
+ private final Handler mDefaultHandler;
+ …
+
+ public InputManagerV9() {
+ mDevices = new SparseArray<long[]>();
+ mListeners = new HashMap<InputDeviceListener, Handler>();
+ mDefaultHandler = new PollingMessageHandler(this);
+ }
+}
+</pre>
+
+<p>Implement a {@code PollingMessageHandler} object that extends
+{@link android.os.Handler}, and override the
+{@link android.os.Handler#handleMessage(android.os.Message) handleMessage()}
+method. This method checks if an attached game controller has been
+disconnected and notifies registered listeners.</p>
+
+<pre>
+private static class PollingMessageHandler extends Handler {
+ private final WeakReference<InputManagerV9> mInputManager;
+
+ PollingMessageHandler(InputManagerV9 im) {
+ mInputManager = new WeakReference<InputManagerV9>(im);
+ }
+
+ &#64;Override
+ public void handleMessage(Message msg) {
+ super.handleMessage(msg);
+ switch (msg.what) {
+ case MESSAGE_TEST_FOR_DISCONNECT:
+ InputManagerV9 imv = mInputManager.get();
+ if (null != imv) {
+ long time = SystemClock.elapsedRealtime();
+ int size = imv.mDevices.size();
+ for (int i = 0; i &lt; size; i++) {
+ long[] lastContact = imv.mDevices.valueAt(i);
+ if (null != lastContact) {
+ if (time - lastContact[0] > CHECK_ELAPSED_TIME) {
+ // check to see if the device has been
+ // disconnected
+ int id = imv.mDevices.keyAt(i);
+ if (null == InputDevice.getDevice(id)) {
+ // Notify the registered listeners
+ // that the game controller is disconnected
+ ...
+ imv.mDevices.remove(id);
+ } else {
+ lastContact[0] = time;
+ }
+ }
+ }
+ }
+ sendEmptyMessageDelayed(MESSAGE_TEST_FOR_DISCONNECT,
+ CHECK_ELAPSED_TIME);
+ }
+ break;
+ }
+ }
+}
+</pre>
+
+<p>To start and stop polling for game controller disconnection, override
+these methods:</p>
+<pre>
+private static final int MESSAGE_TEST_FOR_DISCONNECT = 101;
+private static final long CHECK_ELAPSED_TIME = 3000L;
+
+&#64;Override
+public void onPause() {
+ mDefaultHandler.removeMessages(MESSAGE_TEST_FOR_DISCONNECT);
+}
+
+&#64;Override
+public void onResume() {
+ mDefaultHandler.sendEmptyMessageDelayed(MESSAGE_TEST_FOR_DISCONNECT,
+ CHECK_ELAPSED_TIME);
+}
+</pre>
+
+<p>To detect that an input device has been added, override the
+{@code onGenericMotionEvent()} method. When the system reports a motion event,
+check if this event came from a device ID that is already tracked, or from a
+new device ID. If the device ID is new, notify registered listeners.</p>
+
+<pre>
+&#64;Override
+public void onGenericMotionEvent(MotionEvent event) {
+ // detect new devices
+ int id = event.getDeviceId();
+ long[] timeArray = mDevices.get(id);
+ if (null == timeArray) {
+ // Notify the registered listeners that a game controller is added
+ ...
+ timeArray = new long[1];
+ mDevices.put(id, timeArray);
+ }
+ long time = SystemClock.elapsedRealtime();
+ timeArray[0] = time;
+}
+</pre>
+
+<p>Notification of listeners is implemented by using the
+{@link android.os.Handler} object to send a {@code DeviceEvent}
+{@link java.lang.Runnable} object to the message queue. The {@code DeviceEvent}
+contains a reference to an {@code InputManagerCompat.InputDeviceListener}. When
+the {@code DeviceEvent} runs, the appropriate callback method of the listener
+is called to signal if the game controller was added, changed, or removed.
+</p>
+
+<pre>
+&#64;Override
+public void registerInputDeviceListener(InputDeviceListener listener,
+ Handler handler) {
+ mListeners.remove(listener);
+ if (handler == null) {
+ handler = mDefaultHandler;
+ }
+ mListeners.put(listener, handler);
+}
+
+&#64;Override
+public void unregisterInputDeviceListener(InputDeviceListener listener) {
+ mListeners.remove(listener);
+}
+
+private void notifyListeners(int why, int deviceId) {
+ // the state of some device has changed
+ if (!mListeners.isEmpty()) {
+ for (InputDeviceListener listener : mListeners.keySet()) {
+ Handler handler = mListeners.get(listener);
+ DeviceEvent odc = DeviceEvent.getDeviceEvent(why, deviceId,
+ listener);
+ handler.post(odc);
+ }
+ }
+}
+
+private static class DeviceEvent implements Runnable {
+ private int mMessageType;
+ private int mId;
+ private InputDeviceListener mListener;
+ private static Queue<DeviceEvent> sObjectQueue =
+ new ArrayDeque<DeviceEvent>();
+ ...
+
+ static DeviceEvent getDeviceEvent(int messageType, int id,
+ InputDeviceListener listener) {
+ DeviceEvent curChanged = sObjectQueue.poll();
+ if (null == curChanged) {
+ curChanged = new DeviceEvent();
+ }
+ curChanged.mMessageType = messageType;
+ curChanged.mId = id;
+ curChanged.mListener = listener;
+ return curChanged;
+ }
+
+ &#64;Override
+ public void run() {
+ switch (mMessageType) {
+ case ON_DEVICE_ADDED:
+ mListener.onInputDeviceAdded(mId);
+ break;
+ case ON_DEVICE_CHANGED:
+ mListener.onInputDeviceChanged(mId);
+ break;
+ case ON_DEVICE_REMOVED:
+ mListener.onInputDeviceRemoved(mId);
+ break;
+ default:
+ // Handle unknown message type
+ ...
+ break;
+ }
+ // Put this runnable back in the queue
+ sObjectQueue.offer(this);
+ }
+}
+</pre>
+
+<p>You now have two implementations of {@code InputManagerCompat}: one that
+works on devices running Android 4.1 and higher, and another
+that works on devices running Android 2.3 up to Android 4.0.</p>
+
+<h2 id="using">Use the Version-Specific Implementation</h2>
+<p>The version-specific switching logic is implemented in a class that acts as
+a <a href="http://en.wikipedia.org/wiki/Factory_(software_concept)"
+class="external-link" target="_blank">factory</a>.</p>
+<pre>
+public static class Factory {
+ public static InputManagerCompat getInputManager(Context context) {
+ if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.JELLY_BEAN) {
+ return new InputManagerV16(context);
+ } else {
+ return new InputManagerV9();
+ }
+ }
+}
+</pre>
+<p>Now you can simply instantiate an {@code InputManagerCompat} object and
+register an {@code InputManagerCompat.InputDeviceListener} in your main
+{@link android.view.View}. Because of the version-switching logic you set
+up, your game automatically uses the implementation that's appropriate for the
+version of Android the device is running.</p>
+<pre>
+public class GameView extends View implements InputDeviceListener {
+ private InputManagerCompat mInputManager;
+ ...
+
+ public GameView(Context context, AttributeSet attrs) {
+ mInputManager =
+ InputManagerCompat.Factory.getInputManager(this.getContext());
+ mInputManager.registerInputDeviceListener(this, null);
+ ...
+ }
+}
+</pre>
+<p>Next, override the
+{@link android.view.View#onGenericMotionEvent(android.view.MotionEvent)
+onGenericMotionEvent()} method in your main view, as described in
+<a href="controller-input.html#analog">Handle a MotionEvent from a Game
+Controller</a>. Your game should now be able to process game controller events
+consistently on devices running Android 2.3 (API level 9) and higher.
+<p>
+<pre>
+&#64;Override
+public boolean onGenericMotionEvent(MotionEvent event) {
+ mInputManager.onGenericMotionEvent(event);
+
+ // Handle analog input from the controller as normal
+ ...
+ return super.onGenericMotionEvent(event);
+}
+</pre>
+<p>You can find a complete implementation of this compatibility code in the
+{@code GameView} class provided in the sample {@code ControllerSample.zip}
+available for download above.</p> \ No newline at end of file
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 0000000..2c50ae1
--- /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 &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
diff --git a/docs/html/training/game-controllers/index.jd b/docs/html/training/game-controllers/index.jd
new file mode 100644
index 0000000..2976420
--- /dev/null
+++ b/docs/html/training/game-controllers/index.jd
@@ -0,0 +1,60 @@
+page.title=Supporting Game Controllers
+page.tags="game controller"
+
+trainingnavtop=true
+startpage=true
+
+@jd:body
+
+<div id="tb-wrapper">
+<div id="tb">
+
+<!-- Required platform, tools, add-ons, devices, knowledge, etc. -->
+<h2>Dependencies and prerequisites</h2>
+<ul>
+ <li>Android 2.3 (API level 9) or higher.</li>
+</ul>
+
+<h2>You should also read</h2>
+<ul>
+ <li><a
+href="http://source.android.com/devices/tech/input/key-layout-files.html"
+class="external-link" target="_blank">Key Layout Files</a></li>
+ <li><a href="{@docRoot}guide/topics/ui/ui-events.html">Input Events</a></li>
+</ul>
+
+<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>You can greatly enhance the user experience in your game by letting
+players use their favorite game controllers. The Android framework provides
+ APIs for detecting and processing user input from game controllers.</p>
+
+<p>This class shows how to make your game work consistently with game
+controllers across different Android API levels (API level 9 and up),
+and how to enhance the gaming experience for players by supporting multiple
+controllers simultaneously in your app.</p>
+
+<h2>Lessons</h2>
+
+<dl>
+ <dt><b><a href="controller-input.html">Handling Controller
+Actions</a></b></dt>
+ <dd>Learn how to handle user input from common
+input elements on game controllers, including directional pad (D-pad)
+buttons, gamepad buttons, and joysticks.</dd>
+ <dt><b><a href="compatibility.html">Supporting Controllers Across Android
+Versions</a></b></dt>
+ <dd>Learn how to make game controllers behave the same across
+devices running different versions of Android.</dd>
+ <dt><b><a href="multiple-controllers.html">Supporting Multiple Game
+Controllers</a></b></dt>
+ <dd>Learn how to detect and use multiple game controllers that
+are simultaneously connected.</dd>
diff --git a/docs/html/training/game-controllers/multiple-controllers.jd b/docs/html/training/game-controllers/multiple-controllers.jd
new file mode 100644
index 0000000..6fcad45
--- /dev/null
+++ b/docs/html/training/game-controllers/multiple-controllers.jd
@@ -0,0 +1,130 @@
+page.title=Supporting Multiple Game Controllers
+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="#map">Map Players to Controller Device IDs</a></li>
+ <li><a href="#detect">Process Multiple Controller Input</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>While most games are designed to support a single user per Android device,
+it's also possible to support multiple users with game controllers that are
+connected simultaneously on the same Android device.</p>
+<p>This lesson covers some basic techniques for handling input in your single
+device multiplayer game from multiple connected controllers. This includes
+maintaining a mapping between player avatars and each controller device and
+processing controller input events appropriately.
+</p>
+
+<h2 id="map">Map Players to Controller Device IDs</h2>
+<p>When a game controller is connected to an Android device, the system
+assigns it an integer device ID. You can obtain the device IDs for connected
+game controllers by calling {@link android.view.InputDevice#getDeviceIds() InputDevice.getDeviceIds()}, as shown in <a href="controller-input.html#input">Verify a Game Controller is Connected</a>. You can then associate each
+device ID with a player in your game, and process game actions for each player separately.
+</p>
+<p class="note"><strong>Note: </strong>On devices running Android 4.1 (API
+level 16) and higher, you can obtain an input device’s descriptor using
+{@link android.view.InputDevice#getDescriptor()}, which returns a unique
+persistent string value for the input device. Unlike a device ID, the descriptor
+value won't change even if the input device is disconnected, reconnected, or
+reconfigured.
+</p>
+<p>The code snippet below shows how to use a {@link android.util.SparseArray}
+to associate a player's avatar with a specific controller. In this example, the
+{@code mShips} variable stores a collection of {@code Ship} objects. A new
+player avatar is created in-game when a new controller is attached by a user,
+and removed when its associated controller is removed.
+</p>
+<p>The {@code onInputDeviceAdded()} and {@code onInputDeviceRemoved()} callback
+methods are part of the abstraction layer introduced in
+<a href="{@docRoot}training/game-controllers/compatibility.html#status_callbacks}">
+Supporting Controllers Across Android Versions</a>. By implementing these
+listener callbacks, your game can identify the game controller's device ID when a
+controller is added or removed. This detection is compatible with Android 2.3
+(API level 9) and higher.
+</p>
+
+<pre>
+private final SparseArray&lt;Ship&gt; mShips = new SparseArray&lt;Ship&gt;();
+
+&#64;Override
+public void onInputDeviceAdded(int deviceId) {
+ getShipForID(deviceId);
+}
+
+&#64;Override
+public void onInputDeviceRemoved(int deviceId) {
+ removeShipForID(deviceId);
+}
+
+private Ship getShipForID(int shipID) {
+ Ship currentShip = mShips.get(shipID);
+ if ( null == currentShip ) {
+ currentShip = new Ship();
+ mShips.append(shipID, currentShip);
+ }
+ return currentShip;
+}
+
+private void removeShipForID(int shipID) {
+ mShips.remove(shipID);
+}
+</pre>
+
+<h2 id="detect">Process Multiple Controller Input</h2>
+<p>Your game should execute the following loop to process
+input from multiple controllers:
+</p>
+<ol>
+<li>Detect whether an input event occurred.</li>
+<li>Identify the input source and its device ID.</li>
+<li>Based on the action indicated by the input event key code or axis value,
+ update the player avatar associated with that device ID.</li>
+<li>Render and update the user interface.</li>
+</ol>
+<p>{@link android.view.KeyEvent} and {@link android.view.MotionEvent} input
+events have device IDs associated with them. Your game can take advantage of
+this to determine which controller the input event came from, and update the
+player avatar associated with that controller.
+</p>
+<p>The following code snippet shows how you might get a player avatar reference
+corresponding to a game controller device ID, and update the game based on the
+user's button press on that controller.
+</p>
+<pre>
+&#64;Override
+public boolean onKeyDown(int keyCode, KeyEvent event) {
+ if ((event.getSource() &amp; InputDevice.SOURCE_GAMEPAD)
+ == InputDevice.SOURCE_GAMEPAD) {
+ int deviceId = event.getDeviceId();
+ if (deviceId != -1) {
+ Ship currentShip = getShipForId(deviceId);
+ // Based on which key was pressed, update the player avatar
+ // (e.g. set the ship headings or fire lasers)
+ ...
+ return true;
+ }
+ }
+ return super.onKeyDown(keyCode, event);
+}
+</pre>
+<p class="note"><strong>Note: </strong>As a best practice, when a user's
+game controller disconnects, you should pause the game and ask if the user
+wants to reconnect.
+</p>
diff --git a/docs/html/training/training_toc.cs b/docs/html/training/training_toc.cs
index 9e265ec..0616b62 100644
--- a/docs/html/training/training_toc.cs
+++ b/docs/html/training/training_toc.cs
@@ -1,6 +1,4 @@
<ul id="nav">
-
-
<li class="nav-section">
<div class="nav-section-header">
<a href="<?cs var:toroot ?>training/index.html">
@@ -1116,6 +1114,29 @@ results."
</li>
</ul>
</li>
+
+ <li class="nav-section">
+ <div class="nav-section-header">
+ <a href="<?cs var:toroot ?>training/game-controllers/index.html"
+ description=
+ "How to write apps that support game controllers."
+ >Supporting Game Controllers</a>
+ </div>
+ <ul>
+ <li><a href="<?cs var:toroot ?>training/game-controllers/controller-input.html">
+ Handling Controller Actions
+ </a>
+ </li>
+ <li><a href="<?cs var:toroot ?>training/game-controllers/compatibility.html">
+ Supporting Controllers Across Android Versions
+ </a>
+ </li>
+ <li><a href="<?cs var:toroot ?>training/game-controllers/multiple-controllers.html">
+ Supporting Multiple Game Controllers
+ </a>
+ </li>
+ </ul>
+ </li>
</ul>
</li> <!-- end of User Input -->