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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.
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// To update the database file, run:
//
// curl --location --remote-name https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
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//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 {
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case str [ 0 ] == 'a' || strings . HasPrefix ( str , "+a" ) || strings . HasPrefix ( str , "-a" ) :
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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
}
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mapping := mappings [ axis ]
if mapping == nil {
return 0
}
switch mapping . Type {
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case mappingTypeAxis :
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v := state . Axis ( mapping . Index ) * float64 ( mapping . AxisScale ) + float64 ( mapping . AxisOffset )
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if v > 1 {
return 1
} else if v < - 1 {
return - 1
}
return v
case mappingTypeButton :
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if state . Button ( mapping . Index ) {
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return 1
} else {
return - 1
}
case mappingTypeHat :
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if state . Hat ( mapping . Index ) & mapping . HatState != 0 {
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return 1
} else {
return - 1
}
}
return 0
}
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func ButtonValue ( id string , button driver . StandardGamepadButton , state GamepadState ) float64 {
mappingsM . RLock ( )
defer mappingsM . RUnlock ( )
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return buttonValue ( id , button , state )
}
func buttonValue ( id string , button driver . StandardGamepadButton , state GamepadState ) float64 {
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mappings , ok := gamepadButtonMappings [ id ]
if ! ok {
return 0
}
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mapping := mappings [ button ]
if mapping == nil {
return 0
}
switch mapping . Type {
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case mappingTypeAxis :
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v := state . Axis ( mapping . Index ) * float64 ( mapping . AxisScale ) + float64 ( mapping . AxisOffset )
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if v > 1 {
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v = 1
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} else if v < - 1 {
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v = - 1
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}
// Adjust [-1, 1] to [0, 1]
return ( v + 1 ) / 2
case mappingTypeButton :
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if state . Button ( mapping . Index ) {
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return 1
}
return 0
case mappingTypeHat :
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if state . Hat ( mapping . Index ) & mapping . HatState != 0 {
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return 1
}
return 0
}
return 0
}
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func IsButtonPressed ( id string , button driver . StandardGamepadButton , state GamepadState ) bool {
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// 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
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mappingsM . RLock ( )
defer mappingsM . RUnlock ( )
mappings , ok := gamepadButtonMappings [ id ]
if ! ok {
return false
}
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mapping := mappings [ button ]
if mapping == nil {
return false
}
switch mapping . Type {
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case mappingTypeAxis :
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v := buttonValue ( id , button , state )
return v > threshold
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case mappingTypeButton :
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return state . Button ( mapping . Index )
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case mappingTypeHat :
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return state . Hat ( mapping . Index ) & mapping . HatState != 0
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}
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
}