diff --git a/internal/uidriver/cbackend/gamepad.go b/internal/uidriver/cbackend/gamepad.go new file mode 100644 index 000000000..df070e281 --- /dev/null +++ b/internal/uidriver/cbackend/gamepad.go @@ -0,0 +1,210 @@ +// 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 ebitencbackend +// +build ebitencbackend + +package cbackend + +import ( + "time" + + "github.com/hajimehoshi/ebiten/v2/internal/cbackend" + "github.com/hajimehoshi/ebiten/v2/internal/driver" +) + +func (i *Input) updateGamepads() { + i.gamepads = i.gamepads[:0] + i.gamepads = cbackend.AppendGamepads(i.gamepads) +} + +func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID { + i.m.Lock() + defer i.m.Unlock() + + for _, g := range i.gamepads { + gamepadIDs = append(gamepadIDs, g.ID) + } + return gamepadIDs +} + +func (i *Input) GamepadSDLID(id driver.GamepadID) string { + return "" +} + +func (i *Input) GamepadName(id driver.GamepadID) string { + return "" +} + +func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 { + i.m.Lock() + defer i.m.Unlock() + + for _, g := range i.gamepads { + if g.ID != id { + continue + } + if axis < 0 { + return 0 + } + if g.AxisNum <= axis { + return 0 + } + if len(g.AxisValues) <= axis { + return 0 + } + return g.AxisValues[axis] + } + return 0 +} + +func (i *Input) GamepadAxisNum(id driver.GamepadID) int { + i.m.Lock() + defer i.m.Unlock() + + for _, g := range i.gamepads { + if g.ID != id { + continue + } + return g.AxisNum + } + return 0 +} + +func (i *Input) GamepadButtonNum(id driver.GamepadID) int { + i.m.Lock() + defer i.m.Unlock() + + for _, g := range i.gamepads { + if g.ID != id { + continue + } + return g.ButtonNum + } + return 0 +} + +func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool { + i.m.Lock() + defer i.m.Unlock() + + for _, g := range i.gamepads { + if g.ID != id { + continue + } + if button < 0 { + return false + } + if g.ButtonNum <= int(button) { + return false + } + if len(g.ButtonPressed) <= int(button) { + return false + } + return g.ButtonPressed[button] + } + return false +} + +func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool { + i.m.Lock() + defer i.m.Unlock() + + for _, g := range i.gamepads { + if g.ID != id { + continue + } + if !g.Standard { + return false + } + if button < 0 { + return false + } + if g.ButtonNum <= int(button) { + return false + } + if len(g.ButtonPressed) <= int(button) { + return false + } + return g.ButtonPressed[button] + } + return false +} + +func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool { + i.m.Lock() + defer i.m.Unlock() + + for _, g := range i.gamepads { + if g.ID != id { + continue + } + return g.Standard + } + return false +} + +func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 { + i.m.Lock() + defer i.m.Unlock() + + for _, g := range i.gamepads { + if g.ID != id { + continue + } + if !g.Standard { + return 0 + } + if axis < 0 { + return 0 + } + if g.AxisNum <= int(axis) { + return 0 + } + if len(g.AxisValues) <= int(axis) { + return 0 + } + return g.AxisValues[axis] + } + return 0 +} + +func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 { + i.m.Lock() + defer i.m.Unlock() + + for _, g := range i.gamepads { + if g.ID != id { + continue + } + if !g.Standard { + return 0 + } + if button < 0 { + return 0 + } + if g.ButtonNum <= int(button) { + return 0 + } + if len(g.ButtonValues) <= int(button) { + return 0 + } + return g.ButtonValues[button] + } + return 0 +} + +func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) { + cbackend.VibrateGamepad(id, duration, strongMagnitude, weakMagnitude) +}