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2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 4c79db3d5d | |||
| c7e46b6563 |
@@ -78,6 +78,14 @@ function love.conf(t)
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-- player to copy their ROM there instead of needing a native file
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-- picker (LOVE 11.5 on Android has none -- see src/import/RomImporter.lua).
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t.externalstorage = osName == "Android"
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-- LOVE 11.x exposes the phone's accelerometer as a 3-axis joystick by
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-- default. Gravity keeps one axis pinned near +/-1.0 whenever the phone
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-- is held upright, so it streams past-deadzone joystickaxis events that
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-- both hid the touch overlay every instant (it reads as "a controller is
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-- in use") and, via the generic-joystick axis mapping (#459), walked the
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-- player around by tilt. Nothing in the game reads the accelerometer,
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-- so drop the device entirely (#468).
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t.accelerometerjoystick = false
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else
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t.window.resizable = true
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end
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@@ -491,21 +491,36 @@ function Game:gamepadaxis(joystick, axis, value)
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Input:gamepadaxis(joystick, axis, value)
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end
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-- conf.lua turns the mobile accelerometer-joystick off (#468), but guard the
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-- generic joystick path anyway: any sensor-style device that still reaches us
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-- has gravity pinning an axis past the deadzone, which would hide the touch
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-- overlay every instant and steer the player by tilt through the axis-1/2
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-- mapping (#459). Real controllers arrive as SDL gamepads or named sticks,
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-- never as "* Accelerometer".
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local function isAccelerometer(joystick)
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local name = joystick and joystick.getName and joystick:getName()
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return name ~= nil and name:lower():find("accelerometer", 1, true) ~= nil
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end
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function Game:joystickpressed(joystick, button)
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if isAccelerometer(joystick) then return end
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TouchControls:noteGamepad()
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Input:joystickpressed(joystick, button)
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end
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function Game:joystickreleased(joystick, button)
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if isAccelerometer(joystick) then return end
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Input:joystickreleased(joystick, button)
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end
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function Game:joystickaxis(joystick, axis, value)
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if isAccelerometer(joystick) then return end
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if math.abs(value) > 0.5 then TouchControls:noteGamepad() end
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Input:joystickaxis(joystick, axis, value)
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end
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function Game:joystickhat(joystick, hat, direction)
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if isAccelerometer(joystick) then return end
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if direction ~= "c" then TouchControls:noteGamepad() end
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Input:joystickhat(joystick, hat, direction)
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end
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