feat: add gamepad buttons support android (#2066)

* feat: add support gamepad buttons

* feat: add support gamepad with github repo

* feat: add gitmodules dependency

* feat: add submodule qtgamepad

* chore: update qtgamepad submodule to commit 4e57142e563b931766056b4c7507c16892260222

* fix: update qtgamepad with standard CMake and private headers support

Update qtgamepad to commit f72b3e0 which:
- Replaces qt_add_library with standard add_library to avoid Qt 6.10 macro conflicts
- Copies private headers to build include tree for Android backend
- Creates Qt:: and Qt6:: namespace aliases for proper linking
This commit is contained in:
NickVs2015
2026-02-05 17:57:15 +03:00
committed by GitHub
parent 7960d8015d
commit 9f0ae75a2f
6 changed files with 112 additions and 1 deletions
@@ -26,6 +26,8 @@ import android.os.ParcelFileDescriptor
import android.os.SystemClock
import android.provider.OpenableColumns
import android.provider.Settings
import android.view.InputDevice
import android.view.KeyEvent
import android.view.MotionEvent
import android.view.View
import android.view.ViewGroup
@@ -274,6 +276,44 @@ class AmneziaActivity : QtActivity() {
Log.d(TAG, "Window focus changed: hasFocus=$hasFocus")
}
override fun dispatchKeyEvent(event: KeyEvent): Boolean {
val deviceId = event.deviceId
val keyCode = event.keyCode
val pressed = event.action == KeyEvent.ACTION_DOWN
val source = event.source
if (deviceId < 0 && pressed) {
when (keyCode) {
KeyEvent.KEYCODE_BUTTON_A,
KeyEvent.KEYCODE_BUTTON_B,
KeyEvent.KEYCODE_BUTTON_X,
KeyEvent.KEYCODE_BUTTON_Y,
KeyEvent.KEYCODE_BUTTON_START,
KeyEvent.KEYCODE_BUTTON_SELECT,
KeyEvent.KEYCODE_DPAD_CENTER -> {
nativeGamepadKeyEvent(0, keyCode, true)
nativeGamepadKeyEvent(0, keyCode, false)
return true
}
}
}
// Real gamepad events (deviceId >= 0)
if (deviceId >= 0) {
val isGamepad = (source and InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD
val isJoystick = (source and InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK
val isDpad = (source and InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD
if (isGamepad || isJoystick || isDpad) {
nativeGamepadKeyEvent(deviceId, keyCode, pressed)
return true
}
}
return super.dispatchKeyEvent(event)
}
private external fun nativeGamepadKeyEvent(deviceId: Int, keyCode: Int, pressed: Boolean)
override fun onPause() {
super.onPause()
Log.d(TAG, "Pause Amnezia activity")