ebiten/internal/gamepaddb/gamepaddb.go

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// Copyright 2021 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// gamecontrollerdb.txt is downloaded at https://github.com/gabomdq/SDL_GameControllerDB.
// To update the database file, run:
//
// curl --location --remote-name https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
//go:generate file2byteslice -package gamepaddb -input=./gamecontrollerdb.txt -output=./gamecontrollerdb.txt.go -var=gamecontrollerdbTxt
package gamepaddb
import (
"bufio"
"bytes"
"fmt"
"io"
"runtime"
"strconv"
"strings"
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
)
type platform int
const (
platformUnknown platform = iota
platformWindows
platformMacOS
platformUnix
platformAndroid
platformIOS
)
var currentPlatform platform
func init() {
if runtime.GOOS == "windows" {
currentPlatform = platformWindows
return
}
if runtime.GOOS == "aix" ||
runtime.GOOS == "dragonfly" ||
runtime.GOOS == "freebsd" ||
runtime.GOOS == "hurd" ||
runtime.GOOS == "illumos" ||
runtime.GOOS == "linux" ||
runtime.GOOS == "netbsd" ||
runtime.GOOS == "openbsd" ||
runtime.GOOS == "solaris" {
currentPlatform = platformUnix
return
}
if runtime.GOOS == "android" {
currentPlatform = platformAndroid
return
}
if isIOS {
currentPlatform = platformIOS
return
}
if runtime.GOOS == "darwin" {
currentPlatform = platformMacOS
return
}
}
var additionalGLFWGamepads = []byte(`
78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
78696e70757402000000000000000000,XInput Wheel (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
78696e70757403000000000000000000,XInput Arcade Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
78696e70757404000000000000000000,XInput Flight Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
78696e70757405000000000000000000,XInput Dance Pad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
78696e70757406000000000000000000,XInput Guitar (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
78696e70757408000000000000000000,XInput Drum Kit (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
`)
func init() {
if _, err := Update(gamecontrollerdbTxt); err != nil {
panic(err)
}
if _, err := Update(additionalGLFWGamepads); err != nil {
panic(err)
}
}
type mappingType int
const (
mappingTypeButton mappingType = iota
mappingTypeAxis
mappingTypeHat
)
const (
HatUp = 1
HatRight = 2
HatDown = 4
HatLeft = 8
)
type mapping struct {
Type mappingType
Index int
AxisScale int
AxisOffset int
HatState int
}
var (
gamepadButtonMappings = map[string]map[driver.StandardGamepadButton]*mapping{}
gamepadAxisMappings = map[string]map[driver.StandardGamepadAxis]*mapping{}
mappingsM sync.RWMutex
)
func processLine(line string, platform platform) error {
line = strings.TrimSpace(line)
if len(line) == 0 {
return nil
}
if line[0] == '#' {
return nil
}
tokens := strings.Split(line, ",")
id := tokens[0]
for _, token := range tokens[2:] {
if len(token) == 0 {
continue
}
tks := strings.Split(token, ":")
if tks[0] == "platform" {
switch tks[1] {
case "Windows":
if platform != platformWindows {
return nil
}
case "Mac OS X":
if platform != platformMacOS {
return nil
}
case "Linux":
if platform != platformUnix {
return nil
}
case "Android":
if platform != platformAndroid {
return nil
}
case "iOS":
if platform != platformIOS {
return nil
}
default:
return fmt.Errorf("gamepaddb: unexpected platform: %s", tks[1])
}
continue
}
gb, err := parseMappingElement(tks[1])
if err != nil {
return err
}
if b, ok := toStandardGamepadButton(tks[0]); ok {
m, ok := gamepadButtonMappings[id]
if !ok {
m = map[driver.StandardGamepadButton]*mapping{}
gamepadButtonMappings[id] = m
}
m[b] = gb
continue
}
if a, ok := toStandardGamepadAxis(tks[0]); ok {
m, ok := gamepadAxisMappings[id]
if !ok {
m = map[driver.StandardGamepadAxis]*mapping{}
gamepadAxisMappings[id] = m
}
m[a] = gb
continue
}
// The buttons like "misc1" are ignored so far.
// There is no corresponding button in the Web standard gamepad layout.
}
return nil
}
func parseMappingElement(str string) (*mapping, error) {
switch {
case str[0] == 'a' || strings.HasPrefix(str, "+a") || strings.HasPrefix(str, "-a"):
var tilda bool
if str[len(str)-1] == '~' {
str = str[:len(str)-1]
tilda = true
}
min := -1
max := 1
numstr := str[1:]
if str[0] == '+' {
numstr = str[2:]
min = 0
} else if str[0] == '-' {
numstr = str[2:]
max = 0
}
scale := 2 / (max - min)
offset := -(max + min)
if tilda {
scale = -scale
offset = -offset
}
index, err := strconv.Atoi(numstr)
if err != nil {
return nil, err
}
return &mapping{
Type: mappingTypeAxis,
Index: index,
AxisScale: scale,
AxisOffset: offset,
}, nil
case str[0] == 'b':
index, err := strconv.Atoi(str[1:])
if err != nil {
return nil, err
}
return &mapping{
Type: mappingTypeButton,
Index: index,
}, nil
case str[0] == 'h':
tokens := strings.Split(str[1:], ".")
if len(tokens) < 2 {
return nil, fmt.Errorf("gamepaddb: unexpected hat: %s", str)
}
index, err := strconv.Atoi(tokens[0])
if err != nil {
return nil, err
}
hat, err := strconv.Atoi(tokens[1])
if err != nil {
return nil, err
}
return &mapping{
Type: mappingTypeHat,
Index: index,
HatState: hat,
}, nil
}
return nil, fmt.Errorf("gamepaddb: unepxected mapping: %s", str)
}
func toStandardGamepadButton(str string) (driver.StandardGamepadButton, bool) {
switch str {
case "a":
return driver.StandardGamepadButtonRightBottom, true
case "b":
return driver.StandardGamepadButtonRightRight, true
case "x":
return driver.StandardGamepadButtonRightLeft, true
case "y":
return driver.StandardGamepadButtonRightTop, true
case "back":
return driver.StandardGamepadButtonCenterLeft, true
case "start":
return driver.StandardGamepadButtonCenterRight, true
case "guide":
return driver.StandardGamepadButtonCenterCenter, true
case "leftshoulder":
return driver.StandardGamepadButtonFrontTopLeft, true
case "rightshoulder":
return driver.StandardGamepadButtonFrontTopRight, true
case "leftstick":
return driver.StandardGamepadButtonLeftStick, true
case "rightstick":
return driver.StandardGamepadButtonRightStick, true
case "dpup":
return driver.StandardGamepadButtonLeftTop, true
case "dpright":
return driver.StandardGamepadButtonLeftRight, true
case "dpdown":
return driver.StandardGamepadButtonLeftBottom, true
case "dpleft":
return driver.StandardGamepadButtonLeftLeft, true
case "lefttrigger":
return driver.StandardGamepadButtonFrontBottomLeft, true
case "righttrigger":
return driver.StandardGamepadButtonFrontBottomRight, true
default:
return 0, false
}
}
func toStandardGamepadAxis(str string) (driver.StandardGamepadAxis, bool) {
switch str {
case "leftx":
return driver.StandardGamepadAxisLeftStickHorizontal, true
case "lefty":
return driver.StandardGamepadAxisLeftStickVertical, true
case "rightx":
return driver.StandardGamepadAxisRightStickHorizontal, true
case "righty":
return driver.StandardGamepadAxisRightStickVertical, true
default:
return 0, false
}
}
func HasStandardLayoutMapping(id string) bool {
mappingsM.RLock()
defer mappingsM.RUnlock()
if _, ok := gamepadButtonMappings[id]; ok {
return true
}
if _, ok := gamepadAxisMappings[id]; ok {
return true
}
return false
}
type GamepadState interface {
Axis(index int) float64
Button(index int) bool
Hat(index int) int
}
func AxisValue(id string, axis driver.StandardGamepadAxis, state GamepadState) float64 {
mappingsM.RLock()
defer mappingsM.RUnlock()
mappings, ok := gamepadAxisMappings[id]
if !ok {
return 0
}
mapping := mappings[axis]
if mapping == nil {
return 0
}
switch mapping.Type {
case mappingTypeAxis:
v := state.Axis(mapping.Index)*float64(mapping.AxisScale) + float64(mapping.AxisOffset)
if v > 1 {
return 1
} else if v < -1 {
return -1
}
return v
case mappingTypeButton:
if state.Button(mapping.Index) {
return 1
} else {
return -1
}
case mappingTypeHat:
if state.Hat(mapping.Index)&mapping.HatState != 0 {
return 1
} else {
return -1
}
}
return 0
}
func ButtonValue(id string, button driver.StandardGamepadButton, state GamepadState) float64 {
mappingsM.RLock()
defer mappingsM.RUnlock()
return buttonValue(id, button, state)
}
func buttonValue(id string, button driver.StandardGamepadButton, state GamepadState) float64 {
mappings, ok := gamepadButtonMappings[id]
if !ok {
return 0
}
mapping := mappings[button]
if mapping == nil {
return 0
}
switch mapping.Type {
case mappingTypeAxis:
v := state.Axis(mapping.Index)*float64(mapping.AxisScale) + float64(mapping.AxisOffset)
if v > 1 {
v = 1
} else if v < -1 {
v = -1
}
// Adjust [-1, 1] to [0, 1]
return (v + 1) / 2
case mappingTypeButton:
if state.Button(mapping.Index) {
return 1
}
return 0
case mappingTypeHat:
if state.Hat(mapping.Index)&mapping.HatState != 0 {
return 1
}
return 0
}
return 0
}
func IsButtonPressed(id string, button driver.StandardGamepadButton, state GamepadState) bool {
// Use XInput's trigger dead zone.
// See https://source.chromium.org/chromium/chromium/src/+/main:device/gamepad/public/cpp/gamepad.h;l=22-23;drc=6997f8a177359bb99598988ed5e900841984d242
const threshold = 30.0 / 255.0
mappingsM.RLock()
defer mappingsM.RUnlock()
mappings, ok := gamepadButtonMappings[id]
if !ok {
return false
}
mapping := mappings[button]
if mapping == nil {
return false
}
switch mapping.Type {
case mappingTypeAxis:
v := buttonValue(id, button, state)
return v > threshold
case mappingTypeButton:
return state.Button(mapping.Index)
case mappingTypeHat:
return state.Hat(mapping.Index)&mapping.HatState != 0
}
return false
}
// Update adds new gamepad mappings.
// The string must be in the format of SDL_GameControllerDB.
func Update(mapping []byte) (bool, error) {
if currentPlatform == platformUnknown {
return false, nil
}
// TODO: Implement this (#1557)
if currentPlatform == platformAndroid || currentPlatform == platformIOS {
// Note: NOT returning an error, as mappings also do not matter right now.
return false, nil
}
mappingsM.Lock()
defer mappingsM.Unlock()
buf := bytes.NewBuffer(mapping)
r := bufio.NewReader(buf)
for {
line, err := r.ReadString('\n')
if err != nil && err != io.EOF {
return false, err
}
if err := processLine(line, currentPlatform); err != nil {
return false, err
}
if err == io.EOF {
break
}
}
return true, nil
}