2022-02-05 10:30:17 +01:00
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// Copyright 2022 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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2022-08-12 05:40:23 +02:00
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//go:build nintendosdk
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package gamepad
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import (
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"time"
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2022-08-11 05:35:20 +02:00
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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2022-08-12 10:19:28 +02:00
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"github.com/hajimehoshi/ebiten/v2/internal/nintendosdk"
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)
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2022-06-24 13:03:56 +02:00
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type nativeGamepadsImpl struct {
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gamepads []nintendosdk.Gamepad
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ids map[int]struct{}
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}
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2022-06-24 13:03:56 +02:00
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func newNativeGamepadsImpl() nativeGamepads {
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return &nativeGamepadsImpl{}
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}
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func (*nativeGamepadsImpl) init(gamepads *gamepads) error {
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return nil
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}
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func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
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g.gamepads = g.gamepads[:0]
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g.gamepads = nintendosdk.AppendGamepads(g.gamepads)
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for id := range g.ids {
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delete(g.ids, id)
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}
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for _, gp := range g.gamepads {
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if g.ids == nil {
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g.ids = map[int]struct{}{}
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}
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g.ids[gp.ID] = struct{}{}
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gamepad := gamepads.find(func(gamepad *Gamepad) bool {
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return gamepad.native.(*nativeGamepadImpl).id == gp.ID
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})
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if gamepad == nil {
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gamepad = gamepads.add("", "")
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gamepad.native = &nativeGamepadImpl{
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id: gp.ID,
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standard: gp.Standard,
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axisValues: make([]float64, gp.AxisCount),
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buttonPressed: make([]bool, gp.ButtonCount),
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buttonValues: make([]float64, gp.ButtonCount),
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}
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}
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gamepad.m.Lock()
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n := gamepad.native.(*nativeGamepadImpl)
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copy(n.axisValues, gp.AxisValues[:])
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copy(n.buttonValues, gp.ButtonValues[:])
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copy(n.buttonPressed, gp.ButtonPressed[:])
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gamepad.m.Unlock()
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}
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// Remove an unused gamepads.
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gamepads.remove(func(gamepad *Gamepad) bool {
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_, ok := g.ids[gamepad.native.(*nativeGamepadImpl).id]
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return !ok
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})
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return nil
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}
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type nativeGamepadImpl struct {
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id int
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standard bool
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axisValues []float64
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buttonPressed []bool
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buttonValues []float64
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}
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func (*nativeGamepadImpl) update(gamepad *gamepads) error {
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return nil
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}
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func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
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return g.standard
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}
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func (g *nativeGamepadImpl) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool {
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// TODO: Implement this on the C side.
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return axis >= 0 && int(axis) < len(g.axisValues)
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}
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func (g *nativeGamepadImpl) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool {
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// TODO: Implement this on the C side.
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return button >= 0 && int(button) < len(g.buttonValues)
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}
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func (g *nativeGamepadImpl) axisCount() int {
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return len(g.axisValues)
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}
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func (g *nativeGamepadImpl) buttonCount() int {
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return len(g.buttonValues)
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}
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func (g *nativeGamepadImpl) hatCount() int {
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return 0
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}
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func (g *nativeGamepadImpl) axisValue(axis int) float64 {
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if axis < 0 || axis >= len(g.axisValues) {
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return 0
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}
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return g.axisValues[axis]
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}
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func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
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if button < 0 || button >= len(g.buttonPressed) {
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return false
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}
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return g.buttonPressed[button]
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}
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func (g *nativeGamepadImpl) buttonValue(button int) float64 {
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if button < 0 || button >= len(g.buttonValues) {
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return 0
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}
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return g.buttonValues[button]
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}
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func (*nativeGamepadImpl) hatState(hat int) int {
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return hatCentered
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}
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func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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nintendosdk.VibrateGamepad(g.id, duration, strongMagnitude, weakMagnitude)
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}
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