ebiten/internal/gamepad/gamepad_linux.go

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// 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 !android && !nintendosdk
package gamepad
import (
"fmt"
"os"
"path/filepath"
"regexp"
"runtime"
"time"
"unsafe"
"golang.org/x/sys/unix"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
)
const dirName = "/dev/input"
var reEvent = regexp.MustCompile(`^event[0-9]+$`)
func isBitSet(s []byte, bit int) bool {
return s[bit/8]&(1<<(bit%8)) != 0
}
type nativeGamepadsImpl struct {
inotify int
watch int
}
func newNativeGamepadsImpl() nativeGamepads {
return &nativeGamepadsImpl{}
}
func (g *nativeGamepadsImpl) init(gamepads *gamepads) error {
// Check the existence of the directory `dirName`.
var stat unix.Stat_t
if err := unix.Stat(dirName, &stat); err != nil {
if err == unix.ENOENT {
return nil
}
return fmt.Errorf("gamepad: Stat failed: %w", err)
}
if stat.Mode&unix.S_IFDIR == 0 {
return nil
}
inotify, err := unix.InotifyInit1(unix.IN_NONBLOCK | unix.IN_CLOEXEC)
if err != nil {
return fmt.Errorf("gamepad: InotifyInit1 failed: %w", err)
}
g.inotify = inotify
if g.inotify > 0 {
// Register for IN_ATTRIB to get notified when udev is done.
// This works well in practice but the true way is libudev.
watch, err := unix.InotifyAddWatch(g.inotify, dirName, unix.IN_CREATE|unix.IN_ATTRIB|unix.IN_DELETE)
if err != nil {
return fmt.Errorf("gamepad: InotifyAddWatch failed: %w", err)
}
g.watch = watch
}
ents, err := os.ReadDir(dirName)
if err != nil {
return fmt.Errorf("gamepad: ReadDir(%s) failed: %w", dirName, err)
}
for _, ent := range ents {
if ent.IsDir() {
continue
}
if !reEvent.MatchString(ent.Name()) {
continue
}
if err := g.openGamepad(gamepads, filepath.Join(dirName, ent.Name())); err != nil {
return err
}
}
return nil
}
func (*nativeGamepadsImpl) openGamepad(gamepads *gamepads, path string) (err error) {
if gamepads.find(func(gamepad *Gamepad) bool {
return gamepad.native.(*nativeGamepadImpl).path == path
}) != nil {
return nil
}
fd, err := unix.Open(path, unix.O_RDONLY|unix.O_NONBLOCK, 0)
if err != nil {
if err == unix.EACCES {
return nil
}
// This happens with the Snap sandbox.
if err == unix.EPERM {
return nil
}
// This happens just after a disconnection.
if err == unix.ENOENT {
return nil
}
return fmt.Errorf("gamepad: Open failed: %w", err)
}
defer func() {
if err != nil {
_ = unix.Close(fd)
}
}()
evBits := make([]byte, (unix.EV_CNT+7)/8)
keyBits := make([]byte, (_KEY_CNT+7)/8)
absBits := make([]byte, (_ABS_CNT+7)/8)
var id input_id
if err := ioctl(fd, _EVIOCGBIT(0, uint(len(evBits))), unsafe.Pointer(&evBits[0])); err != nil {
return fmt.Errorf("gamepad: ioctl for evBits failed: %w", err)
}
if err := ioctl(fd, _EVIOCGBIT(unix.EV_KEY, uint(len(keyBits))), unsafe.Pointer(&keyBits[0])); err != nil {
return fmt.Errorf("gamepad: ioctl for keyBits failed: %w", err)
}
if err := ioctl(fd, _EVIOCGBIT(unix.EV_ABS, uint(len(absBits))), unsafe.Pointer(&absBits[0])); err != nil {
return fmt.Errorf("gamepad: ioctl for absBits failed: %w", err)
}
if err := ioctl(fd, _EVIOCGID(), unsafe.Pointer(&id)); err != nil {
return fmt.Errorf("gamepad: ioctl for an ID failed: %w", err)
}
if !isBitSet(evBits, unix.EV_KEY) {
if err := unix.Close(fd); err != nil {
return err
}
return nil
}
if !isBitSet(evBits, unix.EV_ABS) {
if err := unix.Close(fd); err != nil {
return err
}
return nil
}
cname := make([]byte, 256)
name := "Unknown"
// TODO: Is it OK to ignore the error here?
if err := ioctl(fd, uint(_EVIOCGNAME(uint(len(cname)))), unsafe.Pointer(&cname[0])); err == nil {
name = unix.ByteSliceToString(cname)
}
var sdlID string
if id.vendor != 0 && id.product != 0 && id.version != 0 {
sdlID = fmt.Sprintf("%02x%02x0000%02x%02x0000%02x%02x0000%02x%02x0000",
byte(id.bustype), byte(id.bustype>>8),
byte(id.vendor), byte(id.vendor>>8),
byte(id.product), byte(id.product>>8),
byte(id.version), byte(id.version>>8))
} else {
bs := []byte(name)
if len(bs) < 12 {
bs = append(bs, make([]byte, 12-len(bs))...)
}
sdlID = fmt.Sprintf("%02x%02x0000%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x",
byte(id.bustype), byte(id.bustype>>8),
bs[0], bs[1], bs[2], bs[3], bs[4], bs[5], bs[6], bs[7], bs[8], bs[9], bs[10], bs[11])
}
n := &nativeGamepadImpl{
path: path,
fd: fd,
}
gp := gamepads.add(name, sdlID)
gp.native = n
runtime.SetFinalizer(gp, func(gp *Gamepad) {
n.close()
})
var axisCount int
var buttonCount int
var hatCount int
for code := _BTN_MISC; code < _KEY_CNT; code++ {
if !isBitSet(keyBits, code) {
continue
}
n.keyMap[code-_BTN_MISC] = buttonCount
buttonCount++
}
for code := 0; code < _ABS_CNT; code++ {
n.absMap[code] = -1
if !isBitSet(absBits, code) {
continue
}
if code >= _ABS_HAT0X && code <= _ABS_HAT3Y {
n.absMap[code] = hatCount
hatCount++
// Skip Y.
code++
continue
}
if err := ioctl(n.fd, uint(_EVIOCGABS(uint(code))), unsafe.Pointer(&n.absInfo[code])); err != nil {
return fmt.Errorf("gamepad: ioctl for an abs at openGamepad failed: %w", err)
}
n.absMap[code] = axisCount
axisCount++
}
n.axisCount_ = axisCount
n.buttonCount_ = buttonCount
n.hatCount_ = hatCount
if err := n.pollAbsState(); err != nil {
return err
}
return nil
}
func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
if g.inotify <= 0 {
return nil
}
buf := make([]byte, 16384)
n, err := unix.Read(g.inotify, buf[:])
if err != nil {
if err == unix.EAGAIN {
return nil
}
return fmt.Errorf("gamepad: Read failed: %w", err)
}
buf = buf[:n]
for len(buf) > 0 {
e := unix.InotifyEvent{
Wd: int32(buf[0]) | int32(buf[1])<<8 | int32(buf[2])<<16 | int32(buf[3])<<24,
Mask: uint32(buf[4]) | uint32(buf[5])<<8 | uint32(buf[6])<<16 | uint32(buf[7])<<24,
Cookie: uint32(buf[8]) | uint32(buf[9])<<8 | uint32(buf[10])<<16 | uint32(buf[11])<<24,
Len: uint32(buf[12]) | uint32(buf[13])<<8 | uint32(buf[14])<<16 | uint32(buf[15])<<24,
}
name := unix.ByteSliceToString(buf[16 : 16+e.Len-1]) // len includes the null termiinate.
buf = buf[16+e.Len:]
if !reEvent.MatchString(name) {
continue
}
path := filepath.Join(dirName, name)
if e.Mask&(unix.IN_CREATE|unix.IN_ATTRIB) != 0 {
if err := g.openGamepad(gamepads, path); err != nil {
return err
}
continue
}
if e.Mask&unix.IN_DELETE != 0 {
if gp := gamepads.find(func(gamepad *Gamepad) bool {
return gamepad.native.(*nativeGamepadImpl).path == path
}); gp != nil {
gp.native.(*nativeGamepadImpl).close()
gamepads.remove(func(gamepad *Gamepad) bool {
return gamepad == gp
})
}
continue
}
}
return nil
}
type nativeGamepadImpl struct {
fd int
path string
keyMap [_KEY_CNT - _BTN_MISC]int
absMap [_ABS_CNT]int
absInfo [_ABS_CNT]input_absinfo
dropped bool
axes [_ABS_CNT]float64
buttons [_KEY_CNT - _BTN_MISC]bool
hats [4]int
axisCount_ int
buttonCount_ int
hatCount_ int
}
func (g *nativeGamepadImpl) close() {
if g.fd != 0 {
_ = unix.Close(g.fd)
}
g.fd = 0
}
func (g *nativeGamepadImpl) update(gamepad *gamepads) error {
if g.fd == 0 {
return nil
}
for {
buf := make([]byte, unsafe.Sizeof(input_event{}))
// TODO: Should the returned byte count be cared?
if _, err := unix.Read(g.fd, buf); err != nil {
if err == unix.EAGAIN {
break
}
// Disconnected
if err == unix.ENODEV {
g.close()
return nil
}
return fmt.Errorf("gamepad: Read failed: %w", err)
}
const (
offsetTyp = unsafe.Offsetof(input_event{}.typ)
offsetCode = unsafe.Offsetof(input_event{}.code)
offsetValue = unsafe.Offsetof(input_event{}.value)
)
// time is not used.
e := input_event{
typ: uint16(buf[offsetTyp]) | uint16(buf[offsetTyp+1])<<8,
code: uint16(buf[offsetCode]) | uint16(buf[offsetCode+1])<<8,
value: int32(buf[offsetValue]) | int32(buf[offsetValue+1])<<8 | int32(buf[offsetValue+2])<<16 | int32(buf[offsetValue+3])<<24,
}
if e.typ == unix.EV_SYN {
switch e.code {
case _SYN_DROPPED:
g.dropped = true
case _SYN_REPORT:
g.dropped = false
if err := g.pollAbsState(); err != nil {
return fmt.Errorf("gamepad: poll absolute state: %w", err)
}
}
}
if g.dropped {
continue
}
switch e.typ {
case unix.EV_KEY:
if int(e.code-_BTN_MISC) < len(g.keyMap) {
idx := g.keyMap[e.code-_BTN_MISC]
g.buttons[idx] = e.value != 0
}
case unix.EV_ABS:
g.handleAbsEvent(int(e.code), e.value)
}
}
return nil
}
func (g *nativeGamepadImpl) pollAbsState() error {
for code := 0; code < _ABS_CNT; code++ {
if g.absMap[code] < 0 {
continue
}
if err := ioctl(g.fd, uint(_EVIOCGABS(uint(code))), unsafe.Pointer(&g.absInfo[code])); err != nil {
return fmt.Errorf("gamepad: ioctl for an abs at pollAbsState failed: %w", err)
}
g.handleAbsEvent(code, g.absInfo[code].value)
}
return nil
}
func (g *nativeGamepadImpl) handleAbsEvent(code int, value int32) {
index := g.absMap[code]
if code >= _ABS_HAT0X && code <= _ABS_HAT3Y {
axis := (code - _ABS_HAT0X) % 2
switch axis {
case 0:
switch {
case value < 0:
g.hats[index] |= hatLeft
g.hats[index] &^= hatRight
case value > 0:
g.hats[index] &^= hatLeft
g.hats[index] |= hatRight
default:
g.hats[index] &^= hatLeft | hatRight
}
case 1:
switch {
case value < 0:
g.hats[index] |= hatUp
g.hats[index] &^= hatDown
case value > 0:
g.hats[index] &^= hatUp
g.hats[index] |= hatDown
default:
g.hats[index] &^= hatUp | hatDown
}
}
return
}
info := g.absInfo[code]
v := float64(value)
if r := float64(info.maximum) - float64(info.minimum); r != 0 {
v = (v - float64(info.minimum)) / r
v = v*2 - 1
}
g.axes[index] = v
}
func (*nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
return false
}
func (*nativeGamepadImpl) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool {
return false
}
func (*nativeGamepadImpl) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool {
return false
}
func (g *nativeGamepadImpl) axisCount() int {
return g.axisCount_
}
func (g *nativeGamepadImpl) buttonCount() int {
return g.buttonCount_
}
func (g *nativeGamepadImpl) hatCount() int {
return g.hatCount_
}
func (g *nativeGamepadImpl) axisValue(axis int) float64 {
if axis < 0 || axis >= g.axisCount_ {
return 0
}
return g.axes[axis]
}
func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
if button < 0 || button >= g.buttonCount_ {
return false
}
return g.buttons[button]
}
func (*nativeGamepadImpl) buttonValue(button int) float64 {
panic("gamepad: buttonValue is not implemented")
}
func (g *nativeGamepadImpl) hatState(hat int) int {
if hat < 0 || hat >= g.hatCount_ {
return hatCentered
}
return g.hats[hat]
}
func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
// TODO: Implement this (#1452)
}