mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2025-02-19 14:30:08 +01:00
internal/gamepad: make nativeGamepad(s) interfaces
This is a preparation to switch the gamepad implementation for Xbox. Updates #2084
This commit is contained in:
parent
f1037d8bff
commit
847c4f067a
@ -407,14 +407,16 @@ func (g *gamepads) addIOSGamepad(controller C.uintptr_t, prop *C.struct_Controll
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name := C.GoString(&prop.name[0])
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sdlID := C.GoStringN(&prop.guid[0], 16)
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gp := g.add(name, sdlID)
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gp.native.controller = uintptr(controller)
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gp.native.axes = make([]float64, prop.nAxes)
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gp.native.buttons = make([]bool, prop.nButtons+prop.nHats*4)
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gp.native.hats = make([]int, prop.nHats)
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gp.native.buttonMask = uint16(prop.buttonMask)
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gp.native.hasDualshockTouchpad = bool(prop.hasDualshockTouchpad)
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gp.native.hasXboxPaddles = bool(prop.hasXboxPaddles)
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gp.native.hasXboxShareButton = bool(prop.hasXboxShareButton)
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gp.native = &nativeGamepadImpl{
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controller: uintptr(controller),
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axes: make([]float64, prop.nAxes),
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buttons: make([]bool, prop.nButtons+prop.nHats*4),
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hats: make([]int, prop.nHats),
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buttonMask: uint16(prop.buttonMask),
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hasDualshockTouchpad: bool(prop.hasDualshockTouchpad),
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hasXboxPaddles: bool(prop.hasXboxPaddles),
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hasXboxShareButton: bool(prop.hasXboxShareButton),
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}
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}
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func (g *gamepads) removeIOSGamepad(controller C.uintptr_t) {
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@ -422,7 +424,7 @@ func (g *gamepads) removeIOSGamepad(controller C.uintptr_t) {
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defer g.m.Unlock()
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g.remove(func(gamepad *Gamepad) bool {
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return gamepad.native.controller == uintptr(controller)
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return gamepad.native.(*nativeGamepadImpl).controller == uintptr(controller)
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})
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}
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@ -430,7 +432,7 @@ func initializeIOSGamepads() {
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C.initializeGamepads()
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}
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func (g *nativeGamepad) updateIOSGamepad() {
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func (g *nativeGamepadImpl) updateIOSGamepad() {
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var state C.struct_ControllerState
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C.getControllerState(C.uintptr_t(g.controller), &state, C.uint16_t(g.buttonMask), C.uint8_t(len(g.hats)),
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C.bool(g.hasDualshockTouchpad), C.bool(g.hasXboxPaddles), C.bool(g.hasXboxShareButton))
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@ -53,10 +53,12 @@ func (g *gamepads) addAndroidGamepad(androidDeviceID int, name, sdlID string, ax
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defer g.m.Unlock()
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gp := g.add(name, sdlID)
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gp.native.androidDeviceID = androidDeviceID
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gp.native.axes = make([]float64, axisCount)
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gp.native.buttons = make([]bool, buttonCount)
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gp.native.hats = make([]int, hatCount)
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gp.native = &nativeGamepadImpl{
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androidDeviceID: androidDeviceID,
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axes: make([]float64, axisCount),
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buttons: make([]bool, buttonCount),
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hats: make([]int, hatCount),
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}
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}
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func (g *gamepads) removeAndroidGamepad(androidDeviceID int) {
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@ -64,7 +66,7 @@ func (g *gamepads) removeAndroidGamepad(androidDeviceID int) {
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defer g.m.Unlock()
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g.remove(func(gamepad *Gamepad) bool {
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return gamepad.native.androidDeviceID == androidDeviceID
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return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
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})
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}
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@ -73,7 +75,7 @@ func (g *gamepads) updateAndroidGamepadAxis(androidDeviceID int, axis int, value
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defer g.m.Unlock()
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gp := g.find(func(gamepad *Gamepad) bool {
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return gamepad.native.androidDeviceID == androidDeviceID
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return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
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})
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if gp == nil {
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return
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@ -86,7 +88,7 @@ func (g *gamepads) updateAndroidGamepadButton(androidDeviceID int, button Button
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defer g.m.Unlock()
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gp := g.find(func(gamepad *Gamepad) bool {
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return gamepad.native.androidDeviceID == androidDeviceID
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return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
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})
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if gp == nil {
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return
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@ -99,7 +101,7 @@ func (g *gamepads) updateAndroidGamepadHat(androidDeviceID int, hat int, dir And
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defer g.m.Unlock()
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gp := g.find(func(gamepad *Gamepad) bool {
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return gamepad.native.androidDeviceID == androidDeviceID
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return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
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})
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if gp == nil {
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return
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@ -111,30 +113,33 @@ func (g *Gamepad) updateAndroidGamepadAxis(axis int, value float64) {
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g.m.Lock()
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defer g.m.Unlock()
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if axis < 0 || axis >= len(g.native.axes) {
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n := g.native.(*nativeGamepadImpl)
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if axis < 0 || axis >= len(n.axes) {
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return
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}
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g.native.axes[axis] = value
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n.axes[axis] = value
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}
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func (g *Gamepad) updateAndroidGamepadButton(button Button, pressed bool) {
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g.m.Lock()
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defer g.m.Unlock()
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if button < 0 || int(button) >= len(g.native.buttons) {
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n := g.native.(*nativeGamepadImpl)
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if button < 0 || int(button) >= len(n.buttons) {
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return
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}
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g.native.buttons[button] = pressed
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n.buttons[button] = pressed
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}
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func (g *Gamepad) updateAndroidGamepadHat(hat int, dir AndroidHatDirection, value int) {
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g.m.Lock()
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defer g.m.Unlock()
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if hat < 0 || hat >= len(g.native.hats) {
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n := g.native.(*nativeGamepadImpl)
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if hat < 0 || hat >= len(n.hats) {
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return
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}
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v := g.native.hats[hat]
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v := n.hats[hat]
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switch dir {
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case AndroidHatDirectionX:
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switch {
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@ -161,5 +166,5 @@ func (g *Gamepad) updateAndroidGamepadHat(hat int, dir AndroidHatDirection, valu
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default:
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panic(fmt.Sprintf("gamepad: invalid direction: %d", dir))
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}
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g.native.hats[hat] = v
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n.hats[hat] = v
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}
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@ -43,7 +43,14 @@ type gamepads struct {
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native nativeGamepads
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}
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var theGamepads gamepads
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type nativeGamepads interface {
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init(gamepads *gamepads) error
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update(gamepads *gamepads) error
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}
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var theGamepads = gamepads{
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native: newNativeGamepadsImpl(),
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}
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// AppendGamepadIDs is concurrent-safe.
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func AppendGamepadIDs(ids []ID) []ID {
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@ -166,7 +173,7 @@ func (g *gamepads) setNativeWindow(nativeWindow uintptr) {
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g.m.Lock()
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defer g.m.Unlock()
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var n interface{} = &g.native
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var n interface{} = g.native
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if n, ok := n.(interface{ setNativeWindow(uintptr) }); ok {
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n.setNativeWindow(nativeWindow)
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}
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@ -180,6 +187,19 @@ type Gamepad struct {
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native nativeGamepad
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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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axisCount() int
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buttonCount() int
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hatCount() int
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axisValue(axis int) float64
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buttonValue(button int) float64
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isButtonPressed(button int) bool
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hatState(hat int) int
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vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64)
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}
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func (g *Gamepad) update(gamepads *gamepads) error {
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g.m.Lock()
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defer g.m.Unlock()
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@ -21,17 +21,21 @@ import (
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"time"
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)
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type nativeGamepads struct{}
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type nativeGamepadsImpl struct{}
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func (*nativeGamepads) init(gamepads *gamepads) error {
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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 (*nativeGamepads) update(gamepads *gamepads) error {
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func (*nativeGamepadsImpl) update(gamepads *gamepads) error {
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return nil
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}
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type nativeGamepad struct {
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type nativeGamepadImpl struct {
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androidDeviceID int
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axes []float64
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@ -39,52 +43,52 @@ type nativeGamepad struct {
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hats []int
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}
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func (*nativeGamepad) update(gamepad *gamepads) error {
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func (*nativeGamepadImpl) update(gamepad *gamepads) error {
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// Do nothing. The state of gamepads are given via APIs in extern_android.go.
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return nil
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}
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func (*nativeGamepad) hasOwnStandardLayoutMapping() bool {
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func (*nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
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return false
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}
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func (g *nativeGamepad) axisCount() int {
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func (g *nativeGamepadImpl) axisCount() int {
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return len(g.axes)
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}
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func (g *nativeGamepad) buttonCount() int {
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func (g *nativeGamepadImpl) buttonCount() int {
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return len(g.buttons)
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}
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func (g *nativeGamepad) hatCount() int {
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func (g *nativeGamepadImpl) hatCount() int {
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return len(g.hats)
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}
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func (g *nativeGamepad) axisValue(axis int) float64 {
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func (g *nativeGamepadImpl) axisValue(axis int) float64 {
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if axis < 0 || axis >= len(g.axes) {
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return 0
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}
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return g.axes[axis]
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}
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func (g *nativeGamepad) isButtonPressed(button int) bool {
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func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
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if button < 0 || button >= len(g.buttons) {
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return false
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}
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return g.buttons[button]
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}
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func (*nativeGamepad) buttonValue(button int) float64 {
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func (*nativeGamepadImpl) buttonValue(button int) float64 {
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panic("gamepad: buttonValue is not implemented")
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}
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func (g *nativeGamepad) hatState(hat int) int {
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func (g *nativeGamepadImpl) hatState(hat int) int {
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if hat < 0 || hat >= len(g.hats) {
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return 0
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}
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return g.hats[hat]
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}
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func (g *nativeGamepad) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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// TODO: Implement this (#1452)
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}
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@ -23,16 +23,20 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
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)
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type nativeGamepads struct {
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type nativeGamepadsImpl struct {
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gamepads []cbackend.Gamepad
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ids map[int]struct{}
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}
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func (*nativeGamepads) init(gamepads *gamepads) error {
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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 *nativeGamepads) update(gamepads *gamepads) error {
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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 = cbackend.AppendGamepads(g.gamepads)
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@ -47,34 +51,37 @@ func (g *nativeGamepads) update(gamepads *gamepads) error {
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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.id == gp.ID
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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.id = gp.ID
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gamepad.native.standard = gp.Standard
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gamepad.native.axisValues = make([]float64, gp.AxisCount)
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gamepad.native.buttonPressed = make([]bool, gp.ButtonCount)
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gamepad.native.buttonValues = make([]float64, gp.ButtonCount)
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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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copy(gamepad.native.axisValues, gp.AxisValues[:])
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copy(gamepad.native.buttonValues, gp.ButtonValues[:])
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copy(gamepad.native.buttonPressed, gp.ButtonPressed[:])
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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.id]
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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 nativeGamepad struct {
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type nativeGamepadImpl struct {
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id int
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standard bool
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@ -83,51 +90,51 @@ type nativeGamepad struct {
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buttonValues []float64
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}
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func (*nativeGamepad) update(gamepad *gamepads) error {
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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 *nativeGamepad) hasOwnStandardLayoutMapping() bool {
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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 *nativeGamepad) axisCount() int {
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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 *nativeGamepad) buttonCount() int {
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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 *nativeGamepad) hatCount() int {
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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 *nativeGamepad) axisValue(axis int) float64 {
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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 *nativeGamepad) isButtonPressed(button int) bool {
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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 *nativeGamepad) buttonValue(button int) float64 {
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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 (*nativeGamepad) hatState(hat int) int {
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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 *nativeGamepad) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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cbackend.VibrateGamepad(g.id, duration, strongMagnitude, weakMagnitude)
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}
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@ -59,14 +59,18 @@ import (
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// void ebitenGamepadRemovalCallback(void *ctx, IOReturn res, void *sender, IOHIDDeviceRef device);
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import "C"
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type nativeGamepads struct {
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type nativeGamepadsImpl struct {
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hidManager C.IOHIDManagerRef
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devicesToAdd []C.IOHIDDeviceRef
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devicesToRemove []C.IOHIDDeviceRef
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devicesM sync.Mutex
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}
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func (g *nativeGamepads) init(gamepads *gamepads) error {
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func newNativeGamepadsImpl() nativeGamepads {
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return &nativeGamepadsImpl{}
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}
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func (g *nativeGamepadsImpl) init(gamepads *gamepads) error {
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var dicts []C.CFDictionaryRef
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page := C.kHIDPage_GenericDesktop
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@ -135,28 +139,31 @@ func (g *nativeGamepads) init(gamepads *gamepads) error {
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//export ebitenGamepadMatchingCallback
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func ebitenGamepadMatchingCallback(ctx unsafe.Pointer, res C.IOReturn, sender unsafe.Pointer, device C.IOHIDDeviceRef) {
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theGamepads.native.devicesM.Lock()
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defer theGamepads.native.devicesM.Unlock()
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theGamepads.native.devicesToAdd = append(theGamepads.native.devicesToAdd, device)
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n := theGamepads.native.(*nativeGamepadsImpl)
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n.devicesM.Lock()
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defer n.devicesM.Unlock()
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n.devicesToAdd = append(n.devicesToAdd, device)
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}
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//export ebitenGamepadRemovalCallback
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func ebitenGamepadRemovalCallback(ctx unsafe.Pointer, res C.IOReturn, sender unsafe.Pointer, device C.IOHIDDeviceRef) {
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theGamepads.native.devicesM.Lock()
|
||||
defer theGamepads.native.devicesM.Unlock()
|
||||
theGamepads.native.devicesToRemove = append(theGamepads.native.devicesToRemove, device)
|
||||
n := theGamepads.native.(*nativeGamepadsImpl)
|
||||
n.devicesM.Lock()
|
||||
defer n.devicesM.Unlock()
|
||||
n.devicesToRemove = append(n.devicesToRemove, device)
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) update(gamepads *gamepads) error {
|
||||
theGamepads.native.devicesM.Lock()
|
||||
defer theGamepads.native.devicesM.Unlock()
|
||||
func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
|
||||
n := theGamepads.native.(*nativeGamepadsImpl)
|
||||
n.devicesM.Lock()
|
||||
defer n.devicesM.Unlock()
|
||||
|
||||
for _, device := range g.devicesToAdd {
|
||||
g.addDevice(device, gamepads)
|
||||
}
|
||||
for _, device := range g.devicesToRemove {
|
||||
gamepads.remove(func(g *Gamepad) bool {
|
||||
return g.native.device == device
|
||||
return g.native.(*nativeGamepadImpl).device == device
|
||||
})
|
||||
}
|
||||
g.devicesToAdd = g.devicesToAdd[:0]
|
||||
@ -164,9 +171,9 @@ func (g *nativeGamepads) update(gamepads *gamepads) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) addDevice(device C.IOHIDDeviceRef, gamepads *gamepads) {
|
||||
func (g *nativeGamepadsImpl) addDevice(device C.IOHIDDeviceRef, gamepads *gamepads) {
|
||||
if gamepads.find(func(g *Gamepad) bool {
|
||||
return g.native.device == device
|
||||
return g.native.(*nativeGamepadImpl).device == device
|
||||
}) != nil {
|
||||
return
|
||||
}
|
||||
@ -211,8 +218,11 @@ func (g *nativeGamepads) addDevice(device C.IOHIDDeviceRef, gamepads *gamepads)
|
||||
elements := C.IOHIDDeviceCopyMatchingElements(device, 0, C.kIOHIDOptionsTypeNone)
|
||||
defer C.CFRelease(C.CFTypeRef(elements))
|
||||
|
||||
n := &nativeGamepadImpl{
|
||||
device: device,
|
||||
}
|
||||
gp := gamepads.add(name, sdlID)
|
||||
gp.native.device = device
|
||||
gp.native = n
|
||||
|
||||
for i := C.CFIndex(0); i < C.CFArrayGetCount(elements); i++ {
|
||||
native := (C.IOHIDElementRef)(C.CFArrayGetValueAtIndex(elements, i))
|
||||
@ -236,27 +246,27 @@ func (g *nativeGamepads) addDevice(device C.IOHIDDeviceRef, gamepads *gamepads)
|
||||
case C.kHIDUsage_GD_X, C.kHIDUsage_GD_Y, C.kHIDUsage_GD_Z,
|
||||
C.kHIDUsage_GD_Rx, C.kHIDUsage_GD_Ry, C.kHIDUsage_GD_Rz,
|
||||
C.kHIDUsage_GD_Slider, C.kHIDUsage_GD_Dial, C.kHIDUsage_GD_Wheel:
|
||||
gp.native.axes = append(gp.native.axes, element{
|
||||
n.axes = append(n.axes, element{
|
||||
native: native,
|
||||
usage: int(usage),
|
||||
index: len(gp.native.axes),
|
||||
index: len(n.axes),
|
||||
minimum: int(C.IOHIDElementGetLogicalMin(native)),
|
||||
maximum: int(C.IOHIDElementGetLogicalMax(native)),
|
||||
})
|
||||
case C.kHIDUsage_GD_Hatswitch:
|
||||
gp.native.hats = append(gp.native.hats, element{
|
||||
n.hats = append(n.hats, element{
|
||||
native: native,
|
||||
usage: int(usage),
|
||||
index: len(gp.native.hats),
|
||||
index: len(n.hats),
|
||||
minimum: int(C.IOHIDElementGetLogicalMin(native)),
|
||||
maximum: int(C.IOHIDElementGetLogicalMax(native)),
|
||||
})
|
||||
case C.kHIDUsage_GD_DPadUp, C.kHIDUsage_GD_DPadRight, C.kHIDUsage_GD_DPadDown, C.kHIDUsage_GD_DPadLeft,
|
||||
C.kHIDUsage_GD_SystemMainMenu, C.kHIDUsage_GD_Select, C.kHIDUsage_GD_Start:
|
||||
gp.native.buttons = append(gp.native.buttons, element{
|
||||
n.buttons = append(n.buttons, element{
|
||||
native: native,
|
||||
usage: int(usage),
|
||||
index: len(gp.native.buttons),
|
||||
index: len(n.buttons),
|
||||
minimum: int(C.IOHIDElementGetLogicalMin(native)),
|
||||
maximum: int(C.IOHIDElementGetLogicalMax(native)),
|
||||
})
|
||||
@ -264,28 +274,28 @@ func (g *nativeGamepads) addDevice(device C.IOHIDDeviceRef, gamepads *gamepads)
|
||||
case C.kHIDPage_Simulation:
|
||||
switch usage {
|
||||
case C.kHIDUsage_Sim_Accelerator, C.kHIDUsage_Sim_Brake, C.kHIDUsage_Sim_Throttle, C.kHIDUsage_Sim_Rudder, C.kHIDUsage_Sim_Steering:
|
||||
gp.native.axes = append(gp.native.axes, element{
|
||||
n.axes = append(n.axes, element{
|
||||
native: native,
|
||||
usage: int(usage),
|
||||
index: len(gp.native.axes),
|
||||
index: len(n.axes),
|
||||
minimum: int(C.IOHIDElementGetLogicalMin(native)),
|
||||
maximum: int(C.IOHIDElementGetLogicalMax(native)),
|
||||
})
|
||||
}
|
||||
case C.kHIDPage_Button, C.kHIDPage_Consumer:
|
||||
gp.native.buttons = append(gp.native.buttons, element{
|
||||
n.buttons = append(n.buttons, element{
|
||||
native: native,
|
||||
usage: int(usage),
|
||||
index: len(gp.native.buttons),
|
||||
index: len(n.buttons),
|
||||
minimum: int(C.IOHIDElementGetLogicalMin(native)),
|
||||
maximum: int(C.IOHIDElementGetLogicalMax(native)),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
sort.Stable(gp.native.axes)
|
||||
sort.Stable(gp.native.buttons)
|
||||
sort.Stable(gp.native.hats)
|
||||
sort.Stable(n.axes)
|
||||
sort.Stable(n.buttons)
|
||||
sort.Stable(n.hats)
|
||||
}
|
||||
|
||||
type element struct {
|
||||
@ -316,7 +326,7 @@ func (e elements) Swap(i, j int) {
|
||||
e[i], e[j] = e[j], e[i]
|
||||
}
|
||||
|
||||
type nativeGamepad struct {
|
||||
type nativeGamepadImpl struct {
|
||||
device C.IOHIDDeviceRef
|
||||
axes elements
|
||||
buttons elements
|
||||
@ -327,7 +337,7 @@ type nativeGamepad struct {
|
||||
hatValues []int
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) elementValue(e *element) int {
|
||||
func (g *nativeGamepadImpl) elementValue(e *element) int {
|
||||
var valueRef C.IOHIDValueRef
|
||||
if C.IOHIDDeviceGetValue(g.device, e.native, &valueRef) == C.kIOReturnSuccess {
|
||||
return int(C.IOHIDValueGetIntegerValue(valueRef))
|
||||
@ -336,7 +346,7 @@ func (g *nativeGamepad) elementValue(e *element) int {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) update(gamepads *gamepads) error {
|
||||
func (g *nativeGamepadImpl) update(gamepads *gamepads) error {
|
||||
if cap(g.axisValues) < len(g.axes) {
|
||||
g.axisValues = make([]float64, len(g.axes))
|
||||
}
|
||||
@ -392,47 +402,47 @@ func (g *nativeGamepad) update(gamepads *gamepads) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) hasOwnStandardLayoutMapping() bool {
|
||||
func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) axisCount() int {
|
||||
func (g *nativeGamepadImpl) axisCount() int {
|
||||
return len(g.axisValues)
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) buttonCount() int {
|
||||
func (g *nativeGamepadImpl) buttonCount() int {
|
||||
return len(g.buttonValues)
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) hatCount() int {
|
||||
func (g *nativeGamepadImpl) hatCount() int {
|
||||
return len(g.hatValues)
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) axisValue(axis int) float64 {
|
||||
func (g *nativeGamepadImpl) axisValue(axis int) float64 {
|
||||
if axis < 0 || axis >= len(g.axisValues) {
|
||||
return 0
|
||||
}
|
||||
return g.axisValues[axis]
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) buttonValue(button int) float64 {
|
||||
func (g *nativeGamepadImpl) buttonValue(button int) float64 {
|
||||
panic("gamepad: buttonValue is not implemented")
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) isButtonPressed(button int) bool {
|
||||
func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
|
||||
if button < 0 || button >= len(g.buttonValues) {
|
||||
return false
|
||||
}
|
||||
return g.buttonValues[button]
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) hatState(hat int) int {
|
||||
func (g *nativeGamepadImpl) hatState(hat int) int {
|
||||
if hat < 0 || hat >= len(g.hatValues) {
|
||||
return hatCentered
|
||||
}
|
||||
return g.hatValues[hat]
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
||||
func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
||||
// TODO: Implement this (#1452)
|
||||
}
|
||||
|
@ -21,18 +21,22 @@ import (
|
||||
"time"
|
||||
)
|
||||
|
||||
type nativeGamepads struct{}
|
||||
type nativeGamepadsImpl struct{}
|
||||
|
||||
func (*nativeGamepads) init(gamepads *gamepads) error {
|
||||
func newNativeGamepadsImpl() nativeGamepads {
|
||||
return &nativeGamepadsImpl{}
|
||||
}
|
||||
|
||||
func (*nativeGamepadsImpl) init(gamepads *gamepads) error {
|
||||
initializeIOSGamepads()
|
||||
return nil
|
||||
}
|
||||
|
||||
func (*nativeGamepads) update(gamepads *gamepads) error {
|
||||
func (*nativeGamepadsImpl) update(gamepads *gamepads) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
type nativeGamepad struct {
|
||||
type nativeGamepadImpl struct {
|
||||
controller uintptr
|
||||
buttonMask uint16
|
||||
hasDualshockTouchpad bool
|
||||
@ -44,52 +48,52 @@ type nativeGamepad struct {
|
||||
hats []int
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) update(gamepad *gamepads) error {
|
||||
func (g *nativeGamepadImpl) update(gamepad *gamepads) error {
|
||||
g.updateIOSGamepad()
|
||||
return nil
|
||||
}
|
||||
|
||||
func (*nativeGamepad) hasOwnStandardLayoutMapping() bool {
|
||||
func (*nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) axisCount() int {
|
||||
func (g *nativeGamepadImpl) axisCount() int {
|
||||
return len(g.axes)
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) buttonCount() int {
|
||||
func (g *nativeGamepadImpl) buttonCount() int {
|
||||
return len(g.buttons)
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) hatCount() int {
|
||||
func (g *nativeGamepadImpl) hatCount() int {
|
||||
return len(g.hats)
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) axisValue(axis int) float64 {
|
||||
func (g *nativeGamepadImpl) axisValue(axis int) float64 {
|
||||
if axis < 0 || axis >= len(g.axes) {
|
||||
return 0
|
||||
}
|
||||
return g.axes[axis]
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) isButtonPressed(button int) bool {
|
||||
func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
|
||||
if button < 0 || button >= len(g.buttons) {
|
||||
return false
|
||||
}
|
||||
return g.buttons[button]
|
||||
}
|
||||
|
||||
func (*nativeGamepad) buttonValue(button int) float64 {
|
||||
func (*nativeGamepadImpl) buttonValue(button int) float64 {
|
||||
panic("gamepad: buttonValue is not implemented")
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) hatState(hat int) int {
|
||||
func (g *nativeGamepadImpl) hatState(hat int) int {
|
||||
if hat < 0 || hat >= len(g.hats) {
|
||||
return 0
|
||||
}
|
||||
return g.hats[hat]
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
||||
func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
||||
// TODO: Implement this (#1452)
|
||||
}
|
||||
|
@ -25,15 +25,19 @@ var (
|
||||
go2cpp = js.Global().Get("go2cpp")
|
||||
)
|
||||
|
||||
type nativeGamepads struct {
|
||||
type nativeGamepadsImpl struct {
|
||||
indices map[int]struct{}
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) init(gamepads *gamepads) error {
|
||||
func newNativeGamepadsImpl() nativeGamepads {
|
||||
return &nativeGamepadsImpl{}
|
||||
}
|
||||
|
||||
func (g *nativeGamepadsImpl) init(gamepads *gamepads) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) update(gamepads *gamepads) error {
|
||||
func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
|
||||
// TODO: Use the gamepad events instead of navigator.getGamepads after go2cpp is removed.
|
||||
|
||||
defer func() {
|
||||
@ -73,7 +77,7 @@ func (g *nativeGamepads) update(gamepads *gamepads) error {
|
||||
|
||||
// The gamepad is not registered yet, register this.
|
||||
gamepad := gamepads.find(func(gamepad *Gamepad) bool {
|
||||
return index == gamepad.native.index
|
||||
return index == gamepad.native.(*nativeGamepadImpl).index
|
||||
})
|
||||
if gamepad == nil {
|
||||
name := gp.Get("id").String()
|
||||
@ -84,28 +88,30 @@ func (g *nativeGamepads) update(gamepads *gamepads) error {
|
||||
copy(sdlID[:], []byte(name))
|
||||
|
||||
gamepad = gamepads.add(name, hex.EncodeToString(sdlID[:]))
|
||||
gamepad.native.index = index
|
||||
gamepad.native.mapping = gp.Get("mapping").String()
|
||||
gamepad.native = &nativeGamepadImpl{
|
||||
index: index,
|
||||
mapping: gp.Get("mapping").String(),
|
||||
}
|
||||
}
|
||||
gamepad.native.value = gp
|
||||
gamepad.native.(*nativeGamepadImpl).value = gp
|
||||
}
|
||||
|
||||
// Remove an unused gamepads.
|
||||
gamepads.remove(func(gamepad *Gamepad) bool {
|
||||
_, ok := g.indices[gamepad.native.index]
|
||||
_, ok := g.indices[gamepad.native.(*nativeGamepadImpl).index]
|
||||
return !ok
|
||||
})
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
type nativeGamepad struct {
|
||||
type nativeGamepadImpl struct {
|
||||
value js.Value
|
||||
index int
|
||||
mapping string
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) hasOwnStandardLayoutMapping() bool {
|
||||
func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
|
||||
// With go2cpp, the controller must have the standard
|
||||
if go2cpp.Truthy() {
|
||||
return true
|
||||
@ -113,23 +119,23 @@ func (g *nativeGamepad) hasOwnStandardLayoutMapping() bool {
|
||||
return g.mapping == "standard"
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) update(gamepads *gamepads) error {
|
||||
func (g *nativeGamepadImpl) update(gamepads *gamepads) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) axisCount() int {
|
||||
func (g *nativeGamepadImpl) axisCount() int {
|
||||
return g.value.Get("axes").Length()
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) buttonCount() int {
|
||||
func (g *nativeGamepadImpl) buttonCount() int {
|
||||
return g.value.Get("buttons").Length()
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) hatCount() int {
|
||||
func (g *nativeGamepadImpl) hatCount() int {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) axisValue(axis int) float64 {
|
||||
func (g *nativeGamepadImpl) axisValue(axis int) float64 {
|
||||
axes := g.value.Get("axes")
|
||||
if axis < 0 || axis >= axes.Length() {
|
||||
return 0
|
||||
@ -137,7 +143,7 @@ func (g *nativeGamepad) axisValue(axis int) float64 {
|
||||
return axes.Index(axis).Float()
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) buttonValue(button int) float64 {
|
||||
func (g *nativeGamepadImpl) buttonValue(button int) float64 {
|
||||
buttons := g.value.Get("buttons")
|
||||
if button < 0 || button >= buttons.Length() {
|
||||
return 0
|
||||
@ -145,7 +151,7 @@ func (g *nativeGamepad) buttonValue(button int) float64 {
|
||||
return buttons.Index(button).Get("value").Float()
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) isButtonPressed(button int) bool {
|
||||
func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
|
||||
buttons := g.value.Get("buttons")
|
||||
if button < 0 || button >= buttons.Length() {
|
||||
return false
|
||||
@ -153,11 +159,11 @@ func (g *nativeGamepad) isButtonPressed(button int) bool {
|
||||
return buttons.Index(button).Get("pressed").Bool()
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) hatState(hat int) int {
|
||||
func (g *nativeGamepadImpl) hatState(hat int) int {
|
||||
return hatCentered
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
||||
func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
||||
// vibrationActuator is avaialble on Chrome.
|
||||
if va := g.value.Get("vibrationActuator"); va.Truthy() {
|
||||
if !va.Get("playEffect").Truthy() {
|
||||
|
@ -37,12 +37,16 @@ func isBitSet(s []byte, bit int) bool {
|
||||
return s[bit/8]&(1<<(bit%8)) != 0
|
||||
}
|
||||
|
||||
type nativeGamepads struct {
|
||||
type nativeGamepadsImpl struct {
|
||||
inotify int
|
||||
watch int
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) init(gamepads *gamepads) error {
|
||||
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 {
|
||||
@ -90,9 +94,9 @@ func (g *nativeGamepads) init(gamepads *gamepads) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (*nativeGamepads) openGamepad(gamepads *gamepads, path string) (err error) {
|
||||
func (*nativeGamepadsImpl) openGamepad(gamepads *gamepads, path string) (err error) {
|
||||
if gamepads.find(func(gamepad *Gamepad) bool {
|
||||
return gamepad.native.path == path
|
||||
return gamepad.native.(*nativeGamepadImpl).path == path
|
||||
}) != nil {
|
||||
return nil
|
||||
}
|
||||
@ -164,11 +168,14 @@ func (*nativeGamepads) openGamepad(gamepads *gamepads, path string) (err error)
|
||||
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.path = path
|
||||
gp.native.fd = fd
|
||||
gp.native = n
|
||||
runtime.SetFinalizer(gp, func(gp *Gamepad) {
|
||||
gp.native.close()
|
||||
n.close()
|
||||
})
|
||||
|
||||
var axisCount int
|
||||
@ -178,40 +185,40 @@ func (*nativeGamepads) openGamepad(gamepads *gamepads, path string) (err error)
|
||||
if !isBitSet(keyBits, code) {
|
||||
continue
|
||||
}
|
||||
gp.native.keyMap[code-_BTN_MISC] = buttonCount
|
||||
n.keyMap[code-_BTN_MISC] = buttonCount
|
||||
buttonCount++
|
||||
}
|
||||
for code := 0; code < _ABS_CNT; code++ {
|
||||
gp.native.absMap[code] = -1
|
||||
n.absMap[code] = -1
|
||||
if !isBitSet(absBits, code) {
|
||||
continue
|
||||
}
|
||||
if code >= _ABS_HAT0X && code <= _ABS_HAT3Y {
|
||||
gp.native.absMap[code] = hatCount
|
||||
n.absMap[code] = hatCount
|
||||
hatCount++
|
||||
// Skip Y.
|
||||
code++
|
||||
continue
|
||||
}
|
||||
if err := ioctl(gp.native.fd, uint(_EVIOCGABS(uint(code))), unsafe.Pointer(&gp.native.absInfo[code])); err != nil {
|
||||
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)
|
||||
}
|
||||
gp.native.absMap[code] = axisCount
|
||||
n.absMap[code] = axisCount
|
||||
axisCount++
|
||||
}
|
||||
|
||||
gp.native.axisCount_ = axisCount
|
||||
gp.native.buttonCount_ = buttonCount
|
||||
gp.native.hatCount_ = hatCount
|
||||
n.axisCount_ = axisCount
|
||||
n.buttonCount_ = buttonCount
|
||||
n.hatCount_ = hatCount
|
||||
|
||||
if err := gp.native.pollAbsState(); err != nil {
|
||||
if err := n.pollAbsState(); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) update(gamepads *gamepads) error {
|
||||
func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
|
||||
if g.inotify <= 0 {
|
||||
return nil
|
||||
}
|
||||
@ -248,9 +255,9 @@ func (g *nativeGamepads) update(gamepads *gamepads) error {
|
||||
}
|
||||
if e.Mask&unix.IN_DELETE != 0 {
|
||||
if gp := gamepads.find(func(gamepad *Gamepad) bool {
|
||||
return gamepad.native.path == path
|
||||
return gamepad.native.(*nativeGamepadImpl).path == path
|
||||
}); gp != nil {
|
||||
gp.native.close()
|
||||
gp.native.(*nativeGamepadImpl).close()
|
||||
gamepads.remove(func(gamepad *Gamepad) bool {
|
||||
return gamepad == gp
|
||||
})
|
||||
@ -262,7 +269,7 @@ func (g *nativeGamepads) update(gamepads *gamepads) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
type nativeGamepad struct {
|
||||
type nativeGamepadImpl struct {
|
||||
fd int
|
||||
path string
|
||||
keyMap [_KEY_CNT - _BTN_MISC]int
|
||||
@ -279,14 +286,14 @@ type nativeGamepad struct {
|
||||
hatCount_ int
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) close() {
|
||||
func (g *nativeGamepadImpl) close() {
|
||||
if g.fd != 0 {
|
||||
unix.Close(g.fd)
|
||||
}
|
||||
g.fd = 0
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) update(gamepad *gamepads) error {
|
||||
func (g *nativeGamepadImpl) update(gamepad *gamepads) error {
|
||||
if g.fd == 0 {
|
||||
return nil
|
||||
}
|
||||
@ -344,7 +351,7 @@ func (g *nativeGamepad) update(gamepad *gamepads) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) pollAbsState() error {
|
||||
func (g *nativeGamepadImpl) pollAbsState() error {
|
||||
for code := 0; code < _ABS_CNT; code++ {
|
||||
if g.absMap[code] < 0 {
|
||||
continue
|
||||
@ -357,7 +364,7 @@ func (g *nativeGamepad) pollAbsState() error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) handleAbsEvent(code int, value int32) {
|
||||
func (g *nativeGamepadImpl) handleAbsEvent(code int, value int32) {
|
||||
index := g.absMap[code]
|
||||
|
||||
if code >= _ABS_HAT0X && code <= _ABS_HAT3Y {
|
||||
@ -399,47 +406,47 @@ func (g *nativeGamepad) handleAbsEvent(code int, value int32) {
|
||||
g.axes[index] = v
|
||||
}
|
||||
|
||||
func (*nativeGamepad) hasOwnStandardLayoutMapping() bool {
|
||||
func (*nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) axisCount() int {
|
||||
func (g *nativeGamepadImpl) axisCount() int {
|
||||
return g.axisCount_
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) buttonCount() int {
|
||||
func (g *nativeGamepadImpl) buttonCount() int {
|
||||
return g.buttonCount_
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) hatCount() int {
|
||||
func (g *nativeGamepadImpl) hatCount() int {
|
||||
return g.hatCount_
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) axisValue(axis int) float64 {
|
||||
func (g *nativeGamepadImpl) axisValue(axis int) float64 {
|
||||
if axis < 0 || axis >= g.axisCount_ {
|
||||
return 0
|
||||
}
|
||||
return g.axes[axis]
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) isButtonPressed(button int) bool {
|
||||
func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
|
||||
if button < 0 || button >= g.buttonCount_ {
|
||||
return false
|
||||
}
|
||||
return g.buttons[button]
|
||||
}
|
||||
|
||||
func (*nativeGamepad) buttonValue(button int) float64 {
|
||||
func (*nativeGamepadImpl) buttonValue(button int) float64 {
|
||||
panic("gamepad: buttonValue is not implemented")
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) hatState(hat int) int {
|
||||
func (g *nativeGamepadImpl) hatState(hat int) int {
|
||||
if hat < 0 || hat >= g.hatCount_ {
|
||||
return hatCentered
|
||||
}
|
||||
return g.hats[hat]
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
||||
func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
||||
// TODO: Implement this (#1452)
|
||||
}
|
||||
|
@ -99,7 +99,7 @@ var xinputButtons = []uint16{
|
||||
_XINPUT_GAMEPAD_RIGHT_THUMB,
|
||||
}
|
||||
|
||||
type nativeGamepads struct {
|
||||
type nativeGamepadsImpl struct {
|
||||
dinput8 windows.Handle
|
||||
dinput8API *_IDirectInput8W
|
||||
xinput windows.Handle
|
||||
@ -118,6 +118,10 @@ type nativeGamepads struct {
|
||||
err error
|
||||
}
|
||||
|
||||
func newNativeGamepadsImpl() nativeGamepads {
|
||||
return &nativeGamepadsImpl{}
|
||||
}
|
||||
|
||||
type dinputObject struct {
|
||||
objectType dinputObjectType
|
||||
index int
|
||||
@ -132,7 +136,7 @@ type enumObjectsContext struct {
|
||||
povCount int
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) init(gamepads *gamepads) error {
|
||||
func (g *nativeGamepadsImpl) init(gamepads *gamepads) error {
|
||||
// As there is no guarantee that the DLL exists, NewLazySystemDLL is not available.
|
||||
// TODO: Is there a 'system' version of LoadLibrary?
|
||||
if h, err := windows.LoadLibrary("dinput8.dll"); err == nil {
|
||||
@ -194,7 +198,7 @@ func (g *nativeGamepads) init(gamepads *gamepads) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) directInput8Create(hinst uintptr, dwVersion uint32, riidltf *windows.GUID, ppvOut **_IDirectInput8W, punkOuter unsafe.Pointer) error {
|
||||
func (g *nativeGamepadsImpl) directInput8Create(hinst uintptr, dwVersion uint32, riidltf *windows.GUID, ppvOut **_IDirectInput8W, punkOuter unsafe.Pointer) error {
|
||||
r, _, _ := syscall.Syscall6(g.procDirectInput8Create, 5,
|
||||
hinst, uintptr(dwVersion), uintptr(unsafe.Pointer(riidltf)), uintptr(unsafe.Pointer(ppvOut)), uintptr(punkOuter),
|
||||
0)
|
||||
@ -204,7 +208,7 @@ func (g *nativeGamepads) directInput8Create(hinst uintptr, dwVersion uint32, rii
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) xinputGetCapabilities(dwUserIndex uint32, dwFlags uint32, pCapabilities *_XINPUT_CAPABILITIES) error {
|
||||
func (g *nativeGamepadsImpl) xinputGetCapabilities(dwUserIndex uint32, dwFlags uint32, pCapabilities *_XINPUT_CAPABILITIES) error {
|
||||
// XInputGetCapabilities doesn't call SetLastError and returns an error code directly.
|
||||
r, _, _ := syscall.Syscall(g.procXInputGetCapabilities, 3,
|
||||
uintptr(dwUserIndex), uintptr(dwFlags), uintptr(unsafe.Pointer(pCapabilities)))
|
||||
@ -214,7 +218,7 @@ func (g *nativeGamepads) xinputGetCapabilities(dwUserIndex uint32, dwFlags uint3
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) xinputGetState(dwUserIndex uint32, pState *_XINPUT_STATE) error {
|
||||
func (g *nativeGamepadsImpl) xinputGetState(dwUserIndex uint32, pState *_XINPUT_STATE) error {
|
||||
// XInputGetState doesn't call SetLastError and returns an error code directly.
|
||||
r, _, _ := syscall.Syscall(g.procXInputGetState, 2,
|
||||
uintptr(dwUserIndex), uintptr(unsafe.Pointer(pState)), 0)
|
||||
@ -224,7 +228,7 @@ func (g *nativeGamepads) xinputGetState(dwUserIndex uint32, pState *_XINPUT_STAT
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) detectConnection(gamepads *gamepads) error {
|
||||
func (g *nativeGamepadsImpl) detectConnection(gamepads *gamepads) error {
|
||||
if g.dinput8 != 0 {
|
||||
if g.enumDevicesCallback == 0 {
|
||||
g.enumDevicesCallback = windows.NewCallback(g.dinput8EnumDevicesCallback)
|
||||
@ -241,7 +245,8 @@ func (g *nativeGamepads) detectConnection(gamepads *gamepads) error {
|
||||
|
||||
for i := 0; i < xuserMaxCount; i++ {
|
||||
if gamepads.find(func(g *Gamepad) bool {
|
||||
return g.native.dinputDevice == nil && g.native.xinputIndex == i
|
||||
n := g.native.(*nativeGamepadImpl)
|
||||
return n.dinputDevice == nil && n.xinputIndex == i
|
||||
}) != nil {
|
||||
continue
|
||||
}
|
||||
@ -278,13 +283,15 @@ func (g *nativeGamepads) detectConnection(gamepads *gamepads) error {
|
||||
}
|
||||
|
||||
gp := gamepads.add(name, sdlID)
|
||||
gp.native.xinputIndex = i
|
||||
gp.native = &nativeGamepadImpl{
|
||||
xinputIndex: i,
|
||||
}
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) dinput8EnumDevicesCallback(lpddi *_DIDEVICEINSTANCEW, pvRef unsafe.Pointer) uintptr {
|
||||
func (g *nativeGamepadsImpl) dinput8EnumDevicesCallback(lpddi *_DIDEVICEINSTANCEW, pvRef unsafe.Pointer) uintptr {
|
||||
gamepads := (*gamepads)(pvRef)
|
||||
|
||||
if g.err != nil {
|
||||
@ -292,7 +299,7 @@ func (g *nativeGamepads) dinput8EnumDevicesCallback(lpddi *_DIDEVICEINSTANCEW, p
|
||||
}
|
||||
|
||||
if gamepads.find(func(g *Gamepad) bool {
|
||||
return g.native.dinputGUID == lpddi.guidInstance
|
||||
return g.native.(*nativeGamepadImpl).dinputGUID == lpddi.guidInstance
|
||||
}) != nil {
|
||||
return _DIENUM_CONTINUE
|
||||
}
|
||||
@ -389,12 +396,14 @@ func (g *nativeGamepads) dinput8EnumDevicesCallback(lpddi *_DIDEVICEINSTANCEW, p
|
||||
}
|
||||
|
||||
gp := gamepads.add(name, sdlID)
|
||||
gp.native.dinputDevice = device
|
||||
gp.native.dinputObjects = ctx.objects
|
||||
gp.native.dinputGUID = lpddi.guidInstance
|
||||
gp.native.dinputAxes = make([]float64, ctx.axisCount+ctx.sliderCount)
|
||||
gp.native.dinputButtons = make([]bool, ctx.buttonCount)
|
||||
gp.native.dinputHats = make([]int, ctx.povCount)
|
||||
gp.native = &nativeGamepadImpl{
|
||||
dinputDevice: device,
|
||||
dinputObjects: ctx.objects,
|
||||
dinputGUID: lpddi.guidInstance,
|
||||
dinputAxes: make([]float64, ctx.axisCount+ctx.sliderCount),
|
||||
dinputButtons: make([]bool, ctx.buttonCount),
|
||||
dinputHats: make([]int, ctx.povCount),
|
||||
}
|
||||
|
||||
return _DIENUM_CONTINUE
|
||||
}
|
||||
@ -443,7 +452,7 @@ func supportsXInput(guid windows.GUID) (bool, error) {
|
||||
return false, nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) dinputDevice8EnumObjectsCallback(lpddoi *_DIDEVICEOBJECTINSTANCEW, pvRef unsafe.Pointer) uintptr {
|
||||
func (g *nativeGamepadsImpl) dinputDevice8EnumObjectsCallback(lpddoi *_DIDEVICEOBJECTINSTANCEW, pvRef unsafe.Pointer) uintptr {
|
||||
ctx := (*enumObjectsContext)(pvRef)
|
||||
|
||||
switch {
|
||||
@ -511,7 +520,7 @@ func (g *nativeGamepads) dinputDevice8EnumObjectsCallback(lpddoi *_DIDEVICEOBJEC
|
||||
return _DIENUM_CONTINUE
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) update(gamepads *gamepads) error {
|
||||
func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
|
||||
if g.err != nil {
|
||||
return g.err
|
||||
}
|
||||
@ -537,7 +546,7 @@ func (g *nativeGamepads) update(gamepads *gamepads) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) wndProc(hWnd uintptr, uMsg uint32, wParam, lParam uintptr) uintptr {
|
||||
func (g *nativeGamepadsImpl) wndProc(hWnd uintptr, uMsg uint32, wParam, lParam uintptr) uintptr {
|
||||
switch uMsg {
|
||||
case _WM_DEVICECHANGE:
|
||||
atomic.StoreInt32(&g.deviceChanged, 1)
|
||||
@ -545,11 +554,11 @@ func (g *nativeGamepads) wndProc(hWnd uintptr, uMsg uint32, wParam, lParam uintp
|
||||
return _CallWindowProcW(g.origWndProc, hWnd, uMsg, wParam, lParam)
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) setNativeWindow(nativeWindow uintptr) {
|
||||
func (g *nativeGamepadsImpl) setNativeWindow(nativeWindow uintptr) {
|
||||
g.nativeWindow = windows.HWND(nativeWindow)
|
||||
}
|
||||
|
||||
type nativeGamepad struct {
|
||||
type nativeGamepadImpl struct {
|
||||
dinputDevice *_IDirectInputDevice8W
|
||||
dinputObjects []dinputObject
|
||||
dinputGUID windows.GUID
|
||||
@ -561,22 +570,22 @@ type nativeGamepad struct {
|
||||
xinputState _XINPUT_STATE
|
||||
}
|
||||
|
||||
func (*nativeGamepad) hasOwnStandardLayoutMapping() bool {
|
||||
func (*nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) usesDInput() bool {
|
||||
func (g *nativeGamepadImpl) usesDInput() bool {
|
||||
return g.dinputDevice != nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) update(gamepads *gamepads) (err error) {
|
||||
func (g *nativeGamepadImpl) update(gamepads *gamepads) (err error) {
|
||||
var disconnected bool
|
||||
defer func() {
|
||||
if !disconnected && err == nil {
|
||||
return
|
||||
}
|
||||
gamepads.remove(func(gamepad *Gamepad) bool {
|
||||
return &gamepad.native == g
|
||||
return gamepad.native == g
|
||||
})
|
||||
}()
|
||||
|
||||
@ -666,7 +675,7 @@ func (g *nativeGamepad) update(gamepads *gamepads) (err error) {
|
||||
}
|
||||
|
||||
var state _XINPUT_STATE
|
||||
if err := gamepads.native.xinputGetState(uint32(g.xinputIndex), &state); err != nil {
|
||||
if err := gamepads.native.(*nativeGamepadsImpl).xinputGetState(uint32(g.xinputIndex), &state); err != nil {
|
||||
if !errors.Is(err, windows.ERROR_DEVICE_NOT_CONNECTED) {
|
||||
return err
|
||||
}
|
||||
@ -677,28 +686,28 @@ func (g *nativeGamepad) update(gamepads *gamepads) (err error) {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) axisCount() int {
|
||||
func (g *nativeGamepadImpl) axisCount() int {
|
||||
if g.usesDInput() {
|
||||
return len(g.dinputAxes)
|
||||
}
|
||||
return 6
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) buttonCount() int {
|
||||
func (g *nativeGamepadImpl) buttonCount() int {
|
||||
if g.usesDInput() {
|
||||
return len(g.dinputButtons)
|
||||
}
|
||||
return len(xinputButtons)
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) hatCount() int {
|
||||
func (g *nativeGamepadImpl) hatCount() int {
|
||||
if g.usesDInput() {
|
||||
return len(g.dinputHats)
|
||||
}
|
||||
return 1
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) axisValue(axis int) float64 {
|
||||
func (g *nativeGamepadImpl) axisValue(axis int) float64 {
|
||||
if g.usesDInput() {
|
||||
if axis < 0 || axis >= len(g.dinputAxes) {
|
||||
return 0
|
||||
@ -724,7 +733,7 @@ func (g *nativeGamepad) axisValue(axis int) float64 {
|
||||
return v
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) isButtonPressed(button int) bool {
|
||||
func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
|
||||
if g.usesDInput() {
|
||||
if button < 0 || button >= len(g.dinputButtons) {
|
||||
return false
|
||||
@ -738,11 +747,11 @@ func (g *nativeGamepad) isButtonPressed(button int) bool {
|
||||
return g.xinputState.Gamepad.wButtons&xinputButtons[button] != 0
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) buttonValue(button int) float64 {
|
||||
func (g *nativeGamepadImpl) buttonValue(button int) float64 {
|
||||
panic("gamepad: buttonValue is not implemented")
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) hatState(hat int) int {
|
||||
func (g *nativeGamepadImpl) hatState(hat int) int {
|
||||
if g.usesDInput() {
|
||||
if hat < 0 || hat >= len(g.dinputHats) {
|
||||
return 0
|
||||
@ -769,6 +778,6 @@ func (g *nativeGamepad) hatState(hat int) int {
|
||||
return v
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
||||
func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
||||
// TODO: Implement this (#1452)
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user