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https://github.com/hajimehoshi/ebiten.git
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internal/gamepad: refactor standard layout support to allow remapping in the per-platform implementations. (#2588)
Refactors native standard layout so standard axes and buttons can be implemented using any of axes, buttons or hats. This is required to be able to implement a native standard layout mapping for Linux, as e.g. shoulder buttons can be backed either by an analog or digital input. Precedes #2587 Updates #2052
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051b0c7238
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@ -187,11 +187,59 @@ type Gamepad struct {
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native nativeGamepad
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}
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type mappingInput interface {
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Pressed() bool
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Value() float64 // Normalized to range: 0..1.
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}
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type axisMappingInput struct {
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g nativeGamepad
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axis int
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}
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func (a axisMappingInput) Pressed() bool {
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return a.g.axisValue(a.axis) > gamepaddb.ButtonPressedThreshold
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}
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func (a axisMappingInput) Value() float64 {
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return a.g.axisValue(a.axis)*0.5 + 0.5
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}
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type buttonMappingInput struct {
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g nativeGamepad
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button int
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}
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func (b buttonMappingInput) Pressed() bool {
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return b.g.isButtonPressed(b.button)
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}
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func (b buttonMappingInput) Value() float64 {
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return b.g.buttonValue(b.button)
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}
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type hatMappingInput struct {
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g nativeGamepad
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hat int
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direction int
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}
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func (h hatMappingInput) Pressed() bool {
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return h.g.hatState(h.hat)&h.direction != 0
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}
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func (h hatMappingInput) Value() float64 {
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if h.Pressed() {
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return 1
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}
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return 0
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}
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type nativeGamepad interface {
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update(gamepads *gamepads) error
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hasOwnStandardLayoutMapping() bool
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isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool
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isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool
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standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput
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standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput
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axisCount() int
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buttonCount() int
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hatCount() int
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@ -291,7 +339,7 @@ func (g *Gamepad) IsStandardAxisAvailable(axis gamepaddb.StandardAxis) bool {
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if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
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return gamepaddb.HasStandardAxis(g.sdlID, axis)
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}
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return g.native.isStandardAxisAvailableInOwnMapping(axis)
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return g.native.standardAxisInOwnMapping(axis) != nil
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}
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// IsStandardButtonAvailable is concurrent safe.
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@ -302,7 +350,7 @@ func (g *Gamepad) IsStandardButtonAvailable(button gamepaddb.StandardButton) boo
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if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
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return gamepaddb.HasStandardButton(g.sdlID, button)
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}
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return g.native.isStandardButtonAvailableInOwnMapping(button)
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return g.native.standardButtonInOwnMapping(button) != nil
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}
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// StandardAxisValue is concurrent-safe.
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@ -310,8 +358,8 @@ func (g *Gamepad) StandardAxisValue(axis gamepaddb.StandardAxis) float64 {
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if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
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return gamepaddb.AxisValue(g.sdlID, axis, g)
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}
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if g.native.hasOwnStandardLayoutMapping() {
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return g.native.axisValue(int(axis))
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if m := g.native.standardAxisInOwnMapping(axis); m != nil {
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return m.Value()*2 - 1
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}
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return 0
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}
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@ -321,8 +369,8 @@ func (g *Gamepad) StandardButtonValue(button gamepaddb.StandardButton) float64 {
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if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
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return gamepaddb.ButtonValue(g.sdlID, button, g)
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}
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if g.native.hasOwnStandardLayoutMapping() {
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return g.native.buttonValue(int(button))
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if m := g.native.standardButtonInOwnMapping(button); m != nil {
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return m.Value()
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}
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return 0
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}
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@ -332,8 +380,8 @@ func (g *Gamepad) IsStandardButtonPressed(button gamepaddb.StandardButton) bool
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if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
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return gamepaddb.IsButtonPressed(g.sdlID, button, g)
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}
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if g.native.hasOwnStandardLayoutMapping() {
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return g.native.isButtonPressed(int(button))
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if m := g.native.standardButtonInOwnMapping(button); m != nil {
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return m.Pressed()
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}
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return false
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}
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@ -53,12 +53,12 @@ func (*nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
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return false
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}
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func (*nativeGamepadImpl) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool {
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return false
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func (*nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
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return nil
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}
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func (*nativeGamepadImpl) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool {
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return false
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func (*nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
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return nil
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}
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func (g *nativeGamepadImpl) axisCount() int {
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@ -87,8 +87,11 @@ func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
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return g.buttons[button]
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}
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func (*nativeGamepadImpl) buttonValue(button int) float64 {
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panic("gamepad: buttonValue is not implemented")
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func (g *nativeGamepadImpl) buttonValue(button int) float64 {
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if g.isButtonPressed(button) {
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return 1
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}
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return 0
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}
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func (g *nativeGamepadImpl) hatState(hat int) int {
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@ -372,12 +372,12 @@ func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
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return false
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}
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func (g *nativeGamepadImpl) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool {
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return false
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func (*nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
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return nil
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}
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func (g *nativeGamepadImpl) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool {
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return false
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func (*nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
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return nil
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}
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func (g *nativeGamepadImpl) axisCount() int {
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@ -400,7 +400,10 @@ func (g *nativeGamepadImpl) axisValue(axis int) float64 {
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}
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func (g *nativeGamepadImpl) buttonValue(button int) float64 {
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panic("gamepad: buttonValue is not implemented")
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if g.isButtonPressed(button) {
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return 1
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}
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return 0
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}
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func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
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@ -572,12 +572,12 @@ func (*nativeGamepadDesktop) hasOwnStandardLayoutMapping() bool {
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return false
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}
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func (*nativeGamepadDesktop) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool {
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return false
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func (*nativeGamepadDesktop) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
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return nil
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}
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func (*nativeGamepadDesktop) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool {
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return false
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func (*nativeGamepadDesktop) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
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return nil
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}
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func (g *nativeGamepadDesktop) usesDInput() bool {
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@ -757,7 +757,10 @@ func (g *nativeGamepadDesktop) isButtonPressed(button int) bool {
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}
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func (g *nativeGamepadDesktop) buttonValue(button int) float64 {
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panic("gamepad: buttonValue is not implemented")
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if g.isButtonPressed(button) {
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return 1
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}
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return 0
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}
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func (g *nativeGamepadDesktop) hatState(hat int) int {
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@ -58,12 +58,12 @@ func (*nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
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return false
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}
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func (*nativeGamepadImpl) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool {
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return false
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func (*nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
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return nil
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}
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func (*nativeGamepadImpl) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool {
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return false
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func (*nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
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return nil
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}
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func (g *nativeGamepadImpl) axisCount() int {
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@ -92,8 +92,11 @@ func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
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return g.buttons[button]
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}
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func (*nativeGamepadImpl) buttonValue(button int) float64 {
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panic("gamepad: buttonValue is not implemented")
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func (g *nativeGamepadImpl) buttonValue(button int) float64 {
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if g.isButtonPressed(button) {
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return 1
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}
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return 0
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}
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func (g *nativeGamepadImpl) hatState(hat int) int {
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@ -116,18 +116,24 @@ func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
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return g.mapping == "standard"
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}
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func (g *nativeGamepadImpl) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool {
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func (g *nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
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if !g.hasOwnStandardLayoutMapping() {
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return false
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return nil
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}
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return axis >= 0 && int(axis) < g.axisCount()
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if axis < 0 || int(axis) >= g.axisCount() {
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return nil
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}
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return axisMappingInput{g: g, axis: int(axis)}
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}
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func (g *nativeGamepadImpl) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool {
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func (g *nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
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if !g.hasOwnStandardLayoutMapping() {
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return false
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return nil
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}
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return button >= 0 && int(button) < g.buttonCount()
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if button < 0 || int(button) >= g.buttonCount() {
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return nil
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}
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return buttonMappingInput{g: g, button: int(button)}
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}
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func (g *nativeGamepadImpl) update(gamepads *gamepads) error {
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@ -423,12 +423,12 @@ func (*nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
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return false
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}
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func (*nativeGamepadImpl) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool {
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return false
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func (g *nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
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return nil
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}
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func (*nativeGamepadImpl) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool {
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return false
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func (g *nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
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return nil
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}
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func (g *nativeGamepadImpl) axisCount() int {
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@ -457,8 +457,11 @@ func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
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return g.buttons[button]
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}
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func (*nativeGamepadImpl) buttonValue(button int) float64 {
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panic("gamepad: buttonValue is not implemented")
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func (g *nativeGamepadImpl) buttonValue(button int) float64 {
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if g.isButtonPressed(button) {
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return 1
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}
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return 0
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}
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func (g *nativeGamepadImpl) hatState(hat int) int {
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@ -118,14 +118,20 @@ 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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func (g *nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
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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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if axis < 0 || int(axis) >= len(g.axisValues) {
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return nil
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}
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return axisMappingInput{g: g, axis: int(axis)}
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}
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func (g *nativeGamepadImpl) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool {
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func (g *nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
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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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if button < 0 || int(button) >= len(g.buttonValues) {
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return nil
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}
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return buttonMappingInput{g: g, button: int(button)}
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}
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func (g *nativeGamepadImpl) axisCount() int {
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@ -46,12 +46,12 @@ func (*nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
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return false
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}
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func (*nativeGamepadImpl) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool {
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return false
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func (*nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
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return nil
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}
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func (*nativeGamepadImpl) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool {
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return false
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func (*nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
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return nil
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}
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func (*nativeGamepadImpl) axisCount() int {
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@ -75,7 +75,7 @@ func (*nativeGamepadImpl) isButtonPressed(button int) bool {
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}
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func (*nativeGamepadImpl) buttonValue(button int) float64 {
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panic("gamepad: buttonValue is not implemented")
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return 0
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}
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func (*nativeGamepadImpl) hatState(hat int) int {
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@ -157,25 +157,27 @@ func (n *nativeGamepadXbox) hasOwnStandardLayoutMapping() bool {
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return true
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}
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func (n *nativeGamepadXbox) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool {
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func (n *nativeGamepadXbox) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
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switch axis {
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case gamepaddb.StandardAxisLeftStickHorizontal,
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gamepaddb.StandardAxisLeftStickVertical,
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gamepaddb.StandardAxisRightStickHorizontal,
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gamepaddb.StandardAxisRightStickVertical:
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return true
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return axisMappingInput{g: n, axis: int(axis)}
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}
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return false
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return nil
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}
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func (n *nativeGamepadXbox) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool {
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func (n *nativeGamepadXbox) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
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switch button {
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case gamepaddb.StandardButtonFrontBottomLeft,
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gamepaddb.StandardButtonFrontBottomRight:
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return true
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return buttonMappingInput{g: n, button: int(button)}
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}
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_, ok := standardButtonToGamepadInputGamepadButton(button)
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return ok
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if _, ok := standardButtonToGamepadInputGamepadButton(button); !ok {
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return nil
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}
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return buttonMappingInput{g: n, button: int(button)}
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}
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func (n *nativeGamepadXbox) axisCount() int {
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@ -222,15 +224,11 @@ func (n *nativeGamepadXbox) buttonValue(button int) float64 {
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}
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func (n *nativeGamepadXbox) isButtonPressed(button int) bool {
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// Use XInput's trigger dead zone.
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// See https://source.chromium.org/chromium/chromium/src/+/main:device/gamepad/public/cpp/gamepad.h;l=22-23;drc=6997f8a177359bb99598988ed5e900841984d242
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// TODO: Integrate this value with the same one in the package gamepaddb.
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const threshold = 30.0 / 255.0
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switch gamepaddb.StandardButton(button) {
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case gamepaddb.StandardButtonFrontBottomLeft:
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return n.state.leftTrigger >= threshold
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return n.state.leftTrigger > gamepaddb.ButtonPressedThreshold
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case gamepaddb.StandardButtonFrontBottomRight:
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return n.state.rightTrigger >= threshold
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return n.state.rightTrigger > gamepaddb.ButtonPressedThreshold
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}
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b, ok := standardButtonToGamepadInputGamepadButton(gamepaddb.StandardButton(button))
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@ -519,11 +519,13 @@ func buttonValue(id string, button StandardButton, state GamepadState) float64 {
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return 0
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}
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func IsButtonPressed(id string, button StandardButton, state GamepadState) bool {
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// Use XInput's trigger dead zone.
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// See https://source.chromium.org/chromium/chromium/src/+/main:device/gamepad/public/cpp/gamepad.h;l=22-23;drc=6997f8a177359bb99598988ed5e900841984d242
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const threshold = 30.0 / 255.0
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// ButtonPressedThreshold represents the value up to which a button counts as not yet pressed.
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// This has been set to match XInput's trigger dead zone.
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// See https://source.chromium.org/chromium/chromium/src/+/main:device/gamepad/public/cpp/gamepad.h;l=22-23;drc=6997f8a177359bb99598988ed5e900841984d242
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// Note: should be used with >, not >=, comparisons.
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const ButtonPressedThreshold = 30.0 / 255.0
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func IsButtonPressed(id string, button StandardButton, state GamepadState) bool {
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mappingsM.RLock()
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defer mappingsM.RUnlock()
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@ -540,7 +542,7 @@ func IsButtonPressed(id string, button StandardButton, state GamepadState) bool
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switch mapping.Type {
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case mappingTypeAxis:
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v := buttonValue(id, button, state)
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return v > threshold
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return v > ButtonPressedThreshold
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case mappingTypeButton:
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return state.Button(mapping.Index)
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case mappingTypeHat:
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