ebiten/internal/gamepad/extern_android.go

171 lines
4.3 KiB
Go
Raw Normal View History

// Copyright 2022 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.
//go:build !ebitenginecbackend && !ebitencbackend
// +build !ebitenginecbackend,!ebitencbackend
package gamepad
import (
"fmt"
)
type AndroidHatDirection int
const (
AndroidHatDirectionX AndroidHatDirection = iota
AndroidHatDirectionY
)
func AddAndroidGamepad(androidDeviceID int, name, sdlID string, axisCount, buttonCount, hatCount int) {
theGamepads.addAndroidGamepad(androidDeviceID, name, sdlID, axisCount, buttonCount, hatCount)
}
func RemoveAndroidGamepad(androidDeviceID int) {
theGamepads.removeAndroidGamepad(androidDeviceID)
}
func UpdateAndroidGamepadAxis(androidDeviceID int, axis int, value float64) {
theGamepads.updateAndroidGamepadAxis(androidDeviceID, axis, value)
}
func UpdateAndroidGamepadButton(androidDeviceID int, button Button, pressed bool) {
theGamepads.updateAndroidGamepadButton(androidDeviceID, button, pressed)
}
func UpdateAndroidGamepadHat(androidDeviceID int, hat int, dir AndroidHatDirection, value int) {
theGamepads.updateAndroidGamepadHat(androidDeviceID, hat, dir, value)
}
func (g *gamepads) addAndroidGamepad(androidDeviceID int, name, sdlID string, axisCount, buttonCount, hatCount int) {
g.m.Lock()
defer g.m.Unlock()
gp := g.add(name, sdlID)
gp.native = &nativeGamepadImpl{
androidDeviceID: androidDeviceID,
axes: make([]float64, axisCount),
buttons: make([]bool, buttonCount),
hats: make([]int, hatCount),
}
}
func (g *gamepads) removeAndroidGamepad(androidDeviceID int) {
g.m.Lock()
defer g.m.Unlock()
g.remove(func(gamepad *Gamepad) bool {
return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
})
}
func (g *gamepads) updateAndroidGamepadAxis(androidDeviceID int, axis int, value float64) {
g.m.Lock()
defer g.m.Unlock()
gp := g.find(func(gamepad *Gamepad) bool {
return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
})
if gp == nil {
return
}
gp.updateAndroidGamepadAxis(axis, value)
}
func (g *gamepads) updateAndroidGamepadButton(androidDeviceID int, button Button, pressed bool) {
g.m.Lock()
defer g.m.Unlock()
gp := g.find(func(gamepad *Gamepad) bool {
return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
})
if gp == nil {
return
}
gp.updateAndroidGamepadButton(button, pressed)
}
func (g *gamepads) updateAndroidGamepadHat(androidDeviceID int, hat int, dir AndroidHatDirection, value int) {
g.m.Lock()
defer g.m.Unlock()
gp := g.find(func(gamepad *Gamepad) bool {
return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
})
if gp == nil {
return
}
gp.updateAndroidGamepadHat(hat, dir, value)
}
func (g *Gamepad) updateAndroidGamepadAxis(axis int, value float64) {
g.m.Lock()
defer g.m.Unlock()
n := g.native.(*nativeGamepadImpl)
if axis < 0 || axis >= len(n.axes) {
return
}
n.axes[axis] = value
}
func (g *Gamepad) updateAndroidGamepadButton(button Button, pressed bool) {
g.m.Lock()
defer g.m.Unlock()
n := g.native.(*nativeGamepadImpl)
if button < 0 || int(button) >= len(n.buttons) {
return
}
n.buttons[button] = pressed
}
func (g *Gamepad) updateAndroidGamepadHat(hat int, dir AndroidHatDirection, value int) {
g.m.Lock()
defer g.m.Unlock()
n := g.native.(*nativeGamepadImpl)
if hat < 0 || hat >= len(n.hats) {
return
}
v := n.hats[hat]
switch dir {
case AndroidHatDirectionX:
switch {
case value < 0:
v |= hatLeft
v &^= hatRight
case value > 0:
v &^= hatLeft
v |= hatRight
default:
v &^= (hatLeft | hatRight)
}
case AndroidHatDirectionY:
switch {
case value < 0:
v |= hatUp
v &^= hatDown
case value > 0:
v &^= hatUp
v |= hatDown
default:
v &^= (hatUp | hatDown)
}
default:
panic(fmt.Sprintf("gamepad: invalid direction: %d", dir))
}
n.hats[hat] = v
}