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// Copyright 2022 The Ebitengine 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 !ebitencbackend
// +build !ebitencbackend
package gamepad
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import (
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"time"
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"unsafe"
"golang.org/x/sys/windows"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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)
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func standardButtonToGamepadInputGamepadButton ( b gamepaddb . StandardButton ) ( _GameInputGamepadButtons , bool ) {
switch b {
case gamepaddb . StandardButtonRightBottom :
return _GameInputGamepadA , true
case gamepaddb . StandardButtonRightRight :
return _GameInputGamepadB , true
case gamepaddb . StandardButtonRightLeft :
return _GameInputGamepadX , true
case gamepaddb . StandardButtonRightTop :
return _GameInputGamepadY , true
case gamepaddb . StandardButtonFrontTopLeft :
return _GameInputGamepadLeftShoulder , true
case gamepaddb . StandardButtonFrontTopRight :
return _GameInputGamepadRightShoulder , true
case gamepaddb . StandardButtonFrontBottomLeft :
return 0 , false // Use leftTrigger instead.
case gamepaddb . StandardButtonFrontBottomRight :
return 0 , false // Use rightTrigger instead.
case gamepaddb . StandardButtonCenterLeft :
return _GameInputGamepadView , true
case gamepaddb . StandardButtonCenterRight :
return _GameInputGamepadMenu , true
case gamepaddb . StandardButtonLeftStick :
return _GameInputGamepadLeftThumbstick , true
case gamepaddb . StandardButtonRightStick :
return _GameInputGamepadRightThumbstick , true
case gamepaddb . StandardButtonLeftTop :
return _GameInputGamepadDPadUp , true
case gamepaddb . StandardButtonLeftBottom :
return _GameInputGamepadDPadDown , true
case gamepaddb . StandardButtonLeftLeft :
return _GameInputGamepadDPadLeft , true
case gamepaddb . StandardButtonLeftRight :
return _GameInputGamepadDPadRight , true
case gamepaddb . StandardButtonCenterCenter :
return 0 , false
}
return 0 , false
}
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type nativeGamepadsXbox struct {
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gameInput * _IGameInput
deviceCallbackPtr uintptr
token _GameInputCallbackToken
}
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func ( n * nativeGamepadsXbox ) init ( gamepads * gamepads ) error {
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g , err := _GameInputCreate ( )
if err != nil {
return err
}
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n . gameInput = g
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n . deviceCallbackPtr = windows . NewCallbackCDecl ( n . deviceCallback )
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if err := n . gameInput . RegisterDeviceCallback (
nil ,
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_GameInputKindGamepad ,
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_GameInputDeviceConnected ,
_GameInputBlockingEnumeration ,
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unsafe . Pointer ( gamepads ) ,
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n . deviceCallbackPtr ,
& n . token ,
) ; err != nil {
return err
}
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return nil
}
func ( n * nativeGamepadsXbox ) update ( gamepads * gamepads ) error {
return nil
}
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func ( n * nativeGamepadsXbox ) deviceCallback ( callbackToken _GameInputCallbackToken , context unsafe . Pointer , device * _IGameInputDevice , timestamp uint64 , currentStatus _GameInputDeviceStatus , previousStatus _GameInputDeviceStatus ) uintptr {
gps := ( * gamepads ) ( context )
// Connected.
if currentStatus & _GameInputDeviceConnected != 0 {
// TODO: Give a good name and a SDL ID.
gp := gps . add ( "" , "00000000000000000000000000000000" )
gp . native = & nativeGamepadXbox {
gameInputDevice : device ,
}
return 0
}
// Disconnected.
gps . remove ( func ( gamepad * Gamepad ) bool {
return gamepad . native . ( * nativeGamepadXbox ) . gameInputDevice == device
} )
return 0
}
type nativeGamepadXbox struct {
gameInputDevice * _IGameInputDevice
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state _GameInputGamepadState
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}
func ( n * nativeGamepadXbox ) update ( gamepads * gamepads ) error {
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gameInput := gamepads . native . ( * nativeGamepadsXbox ) . gameInput
r , err := gameInput . GetCurrentReading ( _GameInputKindGamepad , n . gameInputDevice )
if err != nil {
return err
}
state , ok := r . GetGamepadState ( )
if ! ok {
n . state = _GameInputGamepadState { }
return nil
}
n . state = state
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return nil
}
func ( n * nativeGamepadXbox ) hasOwnStandardLayoutMapping ( ) bool {
return true
}
func ( n * nativeGamepadXbox ) axisCount ( ) int {
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return int ( gamepaddb . StandardAxisMax ) + 1
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}
func ( n * nativeGamepadXbox ) buttonCount ( ) int {
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return int ( gamepaddb . StandardButtonMax ) + 1
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}
func ( n * nativeGamepadXbox ) hatCount ( ) int {
return 0
}
func ( n * nativeGamepadXbox ) axisValue ( axis int ) float64 {
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switch gamepaddb . StandardAxis ( axis ) {
case gamepaddb . StandardAxisLeftStickHorizontal :
return float64 ( n . state . leftThumbstickX )
case gamepaddb . StandardAxisLeftStickVertical :
return float64 ( n . state . leftThumbstickY )
case gamepaddb . StandardAxisRightStickHorizontal :
return float64 ( n . state . rightThumbstickX )
case gamepaddb . StandardAxisRightStickVertical :
return float64 ( n . state . rightThumbstickY )
}
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return 0
}
func ( n * nativeGamepadXbox ) buttonValue ( button int ) float64 {
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switch gamepaddb . StandardButton ( button ) {
case gamepaddb . StandardButtonFrontBottomLeft :
return float64 ( n . state . leftTrigger )
case gamepaddb . StandardButtonFrontBottomRight :
return float64 ( n . state . rightTrigger )
}
b , ok := standardButtonToGamepadInputGamepadButton ( gamepaddb . StandardButton ( button ) )
if ! ok {
return 0
}
if n . state . buttons & b != 0 {
return 1
}
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return 0
}
func ( n * nativeGamepadXbox ) isButtonPressed ( button int ) 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
// TODO: Integrate this value with the same one in the package gamepaddb.
const threshold = 30.0 / 255.0
switch gamepaddb . StandardButton ( button ) {
case gamepaddb . StandardButtonFrontBottomLeft :
return n . state . leftTrigger >= threshold
case gamepaddb . StandardButtonFrontBottomRight :
return n . state . rightTrigger >= threshold
}
b , ok := standardButtonToGamepadInputGamepadButton ( gamepaddb . StandardButton ( button ) )
if ! ok {
return false
}
if n . state . buttons & b != 0 {
return true
}
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return false
}
func ( n * nativeGamepadXbox ) hatState ( hat int ) int {
return 0
}
func ( n * nativeGamepadXbox ) vibrate ( duration time . Duration , strongMagnitude float64 , weakMagnitude float64 ) {
}