internal/gamepad: make nativeGamepad(s) interfaces

This is a preparation to switch the gamepad implementation for Xbox.

Updates #2084
This commit is contained in:
Hajime Hoshi 2022-06-24 20:03:56 +09:00
parent f1037d8bff
commit 847c4f067a
10 changed files with 279 additions and 205 deletions

View File

@ -407,14 +407,16 @@ func (g *gamepads) addIOSGamepad(controller C.uintptr_t, prop *C.struct_Controll
name := C.GoString(&prop.name[0])
sdlID := C.GoStringN(&prop.guid[0], 16)
gp := g.add(name, sdlID)
gp.native.controller = uintptr(controller)
gp.native.axes = make([]float64, prop.nAxes)
gp.native.buttons = make([]bool, prop.nButtons+prop.nHats*4)
gp.native.hats = make([]int, prop.nHats)
gp.native.buttonMask = uint16(prop.buttonMask)
gp.native.hasDualshockTouchpad = bool(prop.hasDualshockTouchpad)
gp.native.hasXboxPaddles = bool(prop.hasXboxPaddles)
gp.native.hasXboxShareButton = bool(prop.hasXboxShareButton)
gp.native = &nativeGamepadImpl{
controller: uintptr(controller),
axes: make([]float64, prop.nAxes),
buttons: make([]bool, prop.nButtons+prop.nHats*4),
hats: make([]int, prop.nHats),
buttonMask: uint16(prop.buttonMask),
hasDualshockTouchpad: bool(prop.hasDualshockTouchpad),
hasXboxPaddles: bool(prop.hasXboxPaddles),
hasXboxShareButton: bool(prop.hasXboxShareButton),
}
}
func (g *gamepads) removeIOSGamepad(controller C.uintptr_t) {
@ -422,7 +424,7 @@ func (g *gamepads) removeIOSGamepad(controller C.uintptr_t) {
defer g.m.Unlock()
g.remove(func(gamepad *Gamepad) bool {
return gamepad.native.controller == uintptr(controller)
return gamepad.native.(*nativeGamepadImpl).controller == uintptr(controller)
})
}
@ -430,7 +432,7 @@ func initializeIOSGamepads() {
C.initializeGamepads()
}
func (g *nativeGamepad) updateIOSGamepad() {
func (g *nativeGamepadImpl) updateIOSGamepad() {
var state C.struct_ControllerState
C.getControllerState(C.uintptr_t(g.controller), &state, C.uint16_t(g.buttonMask), C.uint8_t(len(g.hats)),
C.bool(g.hasDualshockTouchpad), C.bool(g.hasXboxPaddles), C.bool(g.hasXboxShareButton))

View File

@ -53,10 +53,12 @@ func (g *gamepads) addAndroidGamepad(androidDeviceID int, name, sdlID string, ax
defer g.m.Unlock()
gp := g.add(name, sdlID)
gp.native.androidDeviceID = androidDeviceID
gp.native.axes = make([]float64, axisCount)
gp.native.buttons = make([]bool, buttonCount)
gp.native.hats = make([]int, hatCount)
gp.native = &nativeGamepadImpl{
androidDeviceID: androidDeviceID,
axes: make([]float64, axisCount),
buttons: make([]bool, buttonCount),
hats: make([]int, hatCount),
}
}
func (g *gamepads) removeAndroidGamepad(androidDeviceID int) {
@ -64,7 +66,7 @@ func (g *gamepads) removeAndroidGamepad(androidDeviceID int) {
defer g.m.Unlock()
g.remove(func(gamepad *Gamepad) bool {
return gamepad.native.androidDeviceID == androidDeviceID
return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
})
}
@ -73,7 +75,7 @@ func (g *gamepads) updateAndroidGamepadAxis(androidDeviceID int, axis int, value
defer g.m.Unlock()
gp := g.find(func(gamepad *Gamepad) bool {
return gamepad.native.androidDeviceID == androidDeviceID
return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
})
if gp == nil {
return
@ -86,7 +88,7 @@ func (g *gamepads) updateAndroidGamepadButton(androidDeviceID int, button Button
defer g.m.Unlock()
gp := g.find(func(gamepad *Gamepad) bool {
return gamepad.native.androidDeviceID == androidDeviceID
return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
})
if gp == nil {
return
@ -99,7 +101,7 @@ func (g *gamepads) updateAndroidGamepadHat(androidDeviceID int, hat int, dir And
defer g.m.Unlock()
gp := g.find(func(gamepad *Gamepad) bool {
return gamepad.native.androidDeviceID == androidDeviceID
return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
})
if gp == nil {
return
@ -111,30 +113,33 @@ func (g *Gamepad) updateAndroidGamepadAxis(axis int, value float64) {
g.m.Lock()
defer g.m.Unlock()
if axis < 0 || axis >= len(g.native.axes) {
n := g.native.(*nativeGamepadImpl)
if axis < 0 || axis >= len(n.axes) {
return
}
g.native.axes[axis] = value
n.axes[axis] = value
}
func (g *Gamepad) updateAndroidGamepadButton(button Button, pressed bool) {
g.m.Lock()
defer g.m.Unlock()
if button < 0 || int(button) >= len(g.native.buttons) {
n := g.native.(*nativeGamepadImpl)
if button < 0 || int(button) >= len(n.buttons) {
return
}
g.native.buttons[button] = pressed
n.buttons[button] = pressed
}
func (g *Gamepad) updateAndroidGamepadHat(hat int, dir AndroidHatDirection, value int) {
g.m.Lock()
defer g.m.Unlock()
if hat < 0 || hat >= len(g.native.hats) {
n := g.native.(*nativeGamepadImpl)
if hat < 0 || hat >= len(n.hats) {
return
}
v := g.native.hats[hat]
v := n.hats[hat]
switch dir {
case AndroidHatDirectionX:
switch {
@ -161,5 +166,5 @@ func (g *Gamepad) updateAndroidGamepadHat(hat int, dir AndroidHatDirection, valu
default:
panic(fmt.Sprintf("gamepad: invalid direction: %d", dir))
}
g.native.hats[hat] = v
n.hats[hat] = v
}

View File

@ -43,7 +43,14 @@ type gamepads struct {
native nativeGamepads
}
var theGamepads gamepads
type nativeGamepads interface {
init(gamepads *gamepads) error
update(gamepads *gamepads) error
}
var theGamepads = gamepads{
native: newNativeGamepadsImpl(),
}
// AppendGamepadIDs is concurrent-safe.
func AppendGamepadIDs(ids []ID) []ID {
@ -166,7 +173,7 @@ func (g *gamepads) setNativeWindow(nativeWindow uintptr) {
g.m.Lock()
defer g.m.Unlock()
var n interface{} = &g.native
var n interface{} = g.native
if n, ok := n.(interface{ setNativeWindow(uintptr) }); ok {
n.setNativeWindow(nativeWindow)
}
@ -180,6 +187,19 @@ type Gamepad struct {
native nativeGamepad
}
type nativeGamepad interface {
update(gamepads *gamepads) error
hasOwnStandardLayoutMapping() bool
axisCount() int
buttonCount() int
hatCount() int
axisValue(axis int) float64
buttonValue(button int) float64
isButtonPressed(button int) bool
hatState(hat int) int
vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64)
}
func (g *Gamepad) update(gamepads *gamepads) error {
g.m.Lock()
defer g.m.Unlock()

View File

@ -21,17 +21,21 @@ 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 {
return nil
}
func (*nativeGamepads) update(gamepads *gamepads) error {
func (*nativeGamepadsImpl) update(gamepads *gamepads) error {
return nil
}
type nativeGamepad struct {
type nativeGamepadImpl struct {
androidDeviceID int
axes []float64
@ -39,52 +43,52 @@ type nativeGamepad struct {
hats []int
}
func (*nativeGamepad) update(gamepad *gamepads) error {
func (*nativeGamepadImpl) update(gamepad *gamepads) error {
// Do nothing. The state of gamepads are given via APIs in extern_android.go.
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)
}

View File

@ -23,16 +23,20 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
)
type nativeGamepads struct {
type nativeGamepadsImpl struct {
gamepads []cbackend.Gamepad
ids map[int]struct{}
}
func (*nativeGamepads) init(gamepads *gamepads) error {
func newNativeGamepadsImpl() nativeGamepads {
return &nativeGamepadsImpl{}
}
func (*nativeGamepadsImpl) init(gamepads *gamepads) error {
return nil
}
func (g *nativeGamepads) update(gamepads *gamepads) error {
func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
g.gamepads = g.gamepads[:0]
g.gamepads = cbackend.AppendGamepads(g.gamepads)
@ -47,34 +51,37 @@ func (g *nativeGamepads) update(gamepads *gamepads) error {
g.ids[gp.ID] = struct{}{}
gamepad := gamepads.find(func(gamepad *Gamepad) bool {
return gamepad.native.id == gp.ID
return gamepad.native.(*nativeGamepadImpl).id == gp.ID
})
if gamepad == nil {
gamepad = gamepads.add("", "")
gamepad.native.id = gp.ID
gamepad.native.standard = gp.Standard
gamepad.native.axisValues = make([]float64, gp.AxisCount)
gamepad.native.buttonPressed = make([]bool, gp.ButtonCount)
gamepad.native.buttonValues = make([]float64, gp.ButtonCount)
gamepad.native = &nativeGamepadImpl{
id: gp.ID,
standard: gp.Standard,
axisValues: make([]float64, gp.AxisCount),
buttonPressed: make([]bool, gp.ButtonCount),
buttonValues: make([]float64, gp.ButtonCount),
}
}
gamepad.m.Lock()
copy(gamepad.native.axisValues, gp.AxisValues[:])
copy(gamepad.native.buttonValues, gp.ButtonValues[:])
copy(gamepad.native.buttonPressed, gp.ButtonPressed[:])
n := gamepad.native.(*nativeGamepadImpl)
copy(n.axisValues, gp.AxisValues[:])
copy(n.buttonValues, gp.ButtonValues[:])
copy(n.buttonPressed, gp.ButtonPressed[:])
gamepad.m.Unlock()
}
// Remove an unused gamepads.
gamepads.remove(func(gamepad *Gamepad) bool {
_, ok := g.ids[gamepad.native.id]
_, ok := g.ids[gamepad.native.(*nativeGamepadImpl).id]
return !ok
})
return nil
}
type nativeGamepad struct {
type nativeGamepadImpl struct {
id int
standard bool
@ -83,51 +90,51 @@ type nativeGamepad struct {
buttonValues []float64
}
func (*nativeGamepad) update(gamepad *gamepads) error {
func (*nativeGamepadImpl) update(gamepad *gamepads) error {
return nil
}
func (g *nativeGamepad) hasOwnStandardLayoutMapping() bool {
func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
return g.standard
}
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 0
}
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) isButtonPressed(button int) bool {
func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
if button < 0 || button >= len(g.buttonPressed) {
return false
}
return g.buttonPressed[button]
}
func (g *nativeGamepad) buttonValue(button int) float64 {
func (g *nativeGamepadImpl) buttonValue(button int) float64 {
if button < 0 || button >= len(g.buttonValues) {
return 0
}
return g.buttonValues[button]
}
func (*nativeGamepad) hatState(hat int) int {
func (*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) {
cbackend.VibrateGamepad(g.id, duration, strongMagnitude, weakMagnitude)
}

View File

@ -59,14 +59,18 @@ import (
// void ebitenGamepadRemovalCallback(void *ctx, IOReturn res, void *sender, IOHIDDeviceRef device);
import "C"
type nativeGamepads struct {
type nativeGamepadsImpl struct {
hidManager C.IOHIDManagerRef
devicesToAdd []C.IOHIDDeviceRef
devicesToRemove []C.IOHIDDeviceRef
devicesM sync.Mutex
}
func (g *nativeGamepads) init(gamepads *gamepads) error {
func newNativeGamepadsImpl() nativeGamepads {
return &nativeGamepadsImpl{}
}
func (g *nativeGamepadsImpl) init(gamepads *gamepads) error {
var dicts []C.CFDictionaryRef
page := C.kHIDPage_GenericDesktop
@ -135,28 +139,31 @@ func (g *nativeGamepads) init(gamepads *gamepads) error {
//export ebitenGamepadMatchingCallback
func ebitenGamepadMatchingCallback(ctx unsafe.Pointer, res C.IOReturn, sender unsafe.Pointer, device C.IOHIDDeviceRef) {
theGamepads.native.devicesM.Lock()
defer theGamepads.native.devicesM.Unlock()
theGamepads.native.devicesToAdd = append(theGamepads.native.devicesToAdd, device)
n := theGamepads.native.(*nativeGamepadsImpl)
n.devicesM.Lock()
defer n.devicesM.Unlock()
n.devicesToAdd = append(n.devicesToAdd, device)
}
//export ebitenGamepadRemovalCallback
func ebitenGamepadRemovalCallback(ctx unsafe.Pointer, res C.IOReturn, sender unsafe.Pointer, device C.IOHIDDeviceRef) {
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)
}

View File

@ -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)
}

View File

@ -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() {

View File

@ -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)
}

View File

@ -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)
}