internal/gamepad: use -overlay to provide the implementation for Nintendo Switch

Updates #2372
This commit is contained in:
Hajime Hoshi 2022-12-31 15:27:04 +09:00
parent cd66fecd1b
commit 77f32bd088
4 changed files with 95 additions and 78 deletions

View File

@ -0,0 +1,31 @@
// 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 nintendosdk
// The actual implementaiton will be provided by -overlay.
#include "gamepad_nintendosdk.h"
extern "C" void ebitengine_UpdateGamepads() {}
extern "C" int ebitengine_GetGamepadCount() {
return 0;
}
extern "C" void ebitengine_GetGamepads(struct Gamepad *gamepads) {}
extern "C" void ebitengine_VibrateGamepad(int id, double durationInSeconds,
double strongMagnitude,
double weakMagnitude) {}

View File

@ -16,15 +16,25 @@
package gamepad
// #cgo !darwin LDFLAGS: -Wl,-unresolved-symbols=ignore-all
// #cgo darwin LDFLAGS: -Wl,-undefined,dynamic_lookup
//
// #include "gamepad_nintendosdk.h"
//
// void ebitengine_UpdateGamepads();
// int ebitengine_GetGamepadCount();
// void ebitengine_GetGamepads(struct Gamepad* gamepads);
// void ebitengine_VibrateGamepad(int id, double durationInSeconds, double strongMagnitude, double weakMagnitude);
import "C"
import (
"time"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
"github.com/hajimehoshi/ebiten/v2/internal/nintendosdk"
)
type nativeGamepadsImpl struct {
gamepads []nintendosdk.Gamepad
gamepads []C.struct_Gamepad
ids map[int]struct{}
}
@ -37,8 +47,17 @@ func (*nativeGamepadsImpl) init(gamepads *gamepads) error {
}
func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
C.ebitengine_UpdateGamepads()
g.gamepads = g.gamepads[:0]
g.gamepads = nintendosdk.AppendGamepads(g.gamepads)
if n := int(C.ebitengine_GetGamepadCount()); n > 0 {
if cap(g.gamepads) < n {
g.gamepads = make([]C.struct_Gamepad, n)
} else {
g.gamepads = g.gamepads[:n]
}
C.ebitengine_GetGamepads(&g.gamepads[0])
}
for id := range g.ids {
delete(g.ids, id)
@ -48,27 +67,33 @@ func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
if g.ids == nil {
g.ids = map[int]struct{}{}
}
g.ids[gp.ID] = struct{}{}
g.ids[int(gp.id)] = struct{}{}
gamepad := gamepads.find(func(gamepad *Gamepad) bool {
return gamepad.native.(*nativeGamepadImpl).id == gp.ID
return gamepad.native.(*nativeGamepadImpl).id == int(gp.id)
})
if gamepad == nil {
gamepad = gamepads.add("", "")
gamepad.native = &nativeGamepadImpl{
id: gp.ID,
standard: gp.Standard,
axisValues: make([]float64, gp.AxisCount),
buttonPressed: make([]bool, gp.ButtonCount),
buttonValues: make([]float64, gp.ButtonCount),
id: int(gp.id),
standard: bool(gp.standard != 0),
axisValues: make([]float64, gp.axis_count),
buttonPressed: make([]bool, gp.button_count),
buttonValues: make([]float64, gp.button_count),
}
}
gamepad.m.Lock()
n := gamepad.native.(*nativeGamepadImpl)
copy(n.axisValues, gp.AxisValues[:])
copy(n.buttonValues, gp.ButtonValues[:])
copy(n.buttonPressed, gp.ButtonPressed[:])
for i := range n.axisValues {
n.axisValues[i] = float64(gp.axis_values[i])
}
for i := range n.buttonValues {
n.buttonValues[i] = float64(gp.button_values[i])
}
for i := range n.buttonPressed {
n.buttonPressed[i] = gp.button_pressed[i] != 0
}
gamepad.m.Unlock()
}
@ -146,5 +171,5 @@ func (*nativeGamepadImpl) hatState(hat int) int {
}
func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
nintendosdk.VibrateGamepad(g.id, duration, strongMagnitude, weakMagnitude)
C.ebitengine_VibrateGamepad(C.int(g.id), C.double(float64(duration)/float64(time.Second)), C.double(strongMagnitude), C.double(weakMagnitude))
}

View File

@ -0,0 +1,25 @@
// 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 nintendosdk
struct Gamepad {
int id;
char standard;
int button_count;
int axis_count;
char button_pressed[32];
float button_values[32];
float axis_values[16];
};

View File

@ -21,16 +21,6 @@ package nintendosdk
//
// #include <stdint.h>
//
// struct Gamepad {
// int id;
// char standard;
// int button_num;
// int axis_num;
// char button_pressed[32];
// float button_values[32];
// float axis_values[16];
// };
//
// struct Touch {
// int id;
// int x;
@ -44,27 +34,10 @@ package nintendosdk
// void EbitenEndFrame();
//
// // Input
// int EbitenGetGamepadNum();
// void EbitenGetGamepads(struct Gamepad* gamepads);
// int EbitenGetTouchNum();
// void EbitenGetTouches(struct Touch* touches);
// void EbitenVibrateGamepad(int id, double durationInSeconds, double strongMagnitude, double weakMagnitude);
import "C"
import (
"time"
)
type Gamepad struct {
ID int
Standard bool
ButtonCount int
AxisCount int
ButtonPressed [32]bool
ButtonValues [32]float64
AxisValues [16]float64
}
type Touch struct {
ID int
X int
@ -89,39 +62,6 @@ func EndFrame() {
C.EbitenEndFrame()
}
var cGamepads []C.struct_Gamepad
func AppendGamepads(gamepads []Gamepad) []Gamepad {
n := int(C.EbitenGetGamepadNum())
if cap(cGamepads) < n {
cGamepads = append(cGamepads, make([]C.struct_Gamepad, n)...)
} else {
cGamepads = cGamepads[:n]
}
if n > 0 {
C.EbitenGetGamepads(&cGamepads[0])
}
for _, g := range cGamepads {
gamepad := Gamepad{
ID: int(g.id),
Standard: g.standard != 0,
ButtonCount: int(g.button_num),
AxisCount: int(g.axis_num),
}
for i := 0; i < gamepad.ButtonCount; i++ {
gamepad.ButtonPressed[i] = g.button_pressed[i] != 0
gamepad.ButtonValues[i] = float64(g.button_values[i])
}
for i := 0; i < gamepad.AxisCount; i++ {
gamepad.AxisValues[i] = float64(g.axis_values[i])
}
gamepads = append(gamepads, gamepad)
}
return gamepads
}
var cTouches []C.struct_Touch
func AppendTouches(touches []Touch) []Touch {
@ -145,7 +85,3 @@ func AppendTouches(touches []Touch) []Touch {
}
return touches
}
func VibrateGamepad(id int, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
C.EbitenVibrateGamepad(C.int(id), C.double(float64(duration)/float64(time.Second)), C.double(strongMagnitude), C.double(weakMagnitude))
}