mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
internal/gamepad: port the gamepad part for c-backend
This commit is contained in:
parent
5443fc312a
commit
bf1cb035eb
@ -71,10 +71,10 @@ import (
|
||||
)
|
||||
|
||||
type Gamepad struct {
|
||||
ID driver.GamepadID
|
||||
ID int
|
||||
Standard bool
|
||||
ButtonNum int
|
||||
AxisNum int
|
||||
ButtonCount int
|
||||
AxisCount int
|
||||
ButtonPressed [32]bool
|
||||
ButtonValues [32]float64
|
||||
AxisValues [16]float64
|
||||
@ -119,16 +119,16 @@ func AppendGamepads(gamepads []Gamepad) []Gamepad {
|
||||
|
||||
for _, g := range cGamepads {
|
||||
gamepad := Gamepad{
|
||||
ID: driver.GamepadID(g.id),
|
||||
Standard: g.standard != 0,
|
||||
ButtonNum: int(g.button_num),
|
||||
AxisNum: int(g.axis_num),
|
||||
ID: int(g.id),
|
||||
Standard: g.standard != 0,
|
||||
ButtonCount: int(g.button_num),
|
||||
AxisCount: int(g.axis_num),
|
||||
}
|
||||
for i := 0; i < gamepad.ButtonNum; i++ {
|
||||
for i := 0; i < gamepad.ButtonCount; i++ {
|
||||
gamepad.ButtonPressed[i] = g.button_pressed[i] != 0
|
||||
gamepad.ButtonValues[i] = float64(g.button_values[i])
|
||||
}
|
||||
for i := 0; i < gamepad.AxisNum; i++ {
|
||||
for i := 0; i < gamepad.AxisCount; i++ {
|
||||
gamepad.AxisValues[i] = float64(g.axis_values[i])
|
||||
}
|
||||
|
||||
@ -161,7 +161,7 @@ func AppendTouches(touches []Touch) []Touch {
|
||||
return touches
|
||||
}
|
||||
|
||||
func VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
||||
func VibrateGamepad(id int, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
||||
C.EbitenVibrateGamepad(C.int(id), C.double(float64(duration)/float64(time.Second)), C.double(strongMagnitude), C.double(weakMagnitude))
|
||||
}
|
||||
|
||||
|
@ -12,8 +12,8 @@
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
//go:build ios
|
||||
// +build ios
|
||||
//go:build ios && !ebitencbackend
|
||||
// +build ios,!ebitencbackend
|
||||
|
||||
package gamepad
|
||||
|
||||
|
@ -12,8 +12,8 @@
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
//go:build !android
|
||||
// +build !android
|
||||
//go:build !android && !ebitencbackend
|
||||
// +build !android,!ebitencbackend
|
||||
|
||||
package gamepad
|
||||
|
||||
|
@ -12,6 +12,9 @@
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
//go:build !ebitencbackend
|
||||
// +build !ebitencbackend
|
||||
|
||||
package gamepad
|
||||
|
||||
import (
|
||||
|
@ -12,6 +12,9 @@
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
//go:build !ebitencbackend
|
||||
// +build !ebitencbackend
|
||||
|
||||
package gamepad
|
||||
|
||||
import (
|
||||
|
@ -12,6 +12,9 @@
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
//go:build !ebitencbackend
|
||||
// +build !ebitencbackend
|
||||
|
||||
package gamepad
|
||||
|
||||
import (
|
||||
|
133
internal/gamepad/gamepad_cbackend.go
Normal file
133
internal/gamepad/gamepad_cbackend.go
Normal file
@ -0,0 +1,133 @@
|
||||
// Copyright 2022 The Ebiten Authors
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
//go:build ebitencbackend
|
||||
// +build ebitencbackend
|
||||
|
||||
package gamepad
|
||||
|
||||
import (
|
||||
"time"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
|
||||
)
|
||||
|
||||
type nativeGamepads struct {
|
||||
gamepads []cbackend.Gamepad
|
||||
ids map[int]struct{}
|
||||
}
|
||||
|
||||
func (*nativeGamepads) init(gamepads *gamepads) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepads) update(gamepads *gamepads) error {
|
||||
g.gamepads = g.gamepads[:0]
|
||||
g.gamepads = cbackend.AppendGamepads(g.gamepads)
|
||||
|
||||
for id := range g.ids {
|
||||
delete(g.ids, id)
|
||||
}
|
||||
|
||||
for _, gp := range g.gamepads {
|
||||
if g.ids == nil {
|
||||
g.ids = map[int]struct{}{}
|
||||
}
|
||||
g.ids[gp.ID] = struct{}{}
|
||||
|
||||
gamepad := gamepads.find(func(gamepad *Gamepad) bool {
|
||||
return gamepad.id == gp.ID
|
||||
})
|
||||
if gamepad == nil {
|
||||
gamepad = gamepads.add("", "")
|
||||
gamepad.id = gp.ID
|
||||
gamepad.standard = gp.Standard
|
||||
gamepad.axisValues = make([]float64, gp.AxisCount)
|
||||
gamepad.buttonPressed = make([]bool, gp.ButtonCount)
|
||||
gamepad.buttonValues = make([]float64, gp.ButtonCount)
|
||||
}
|
||||
|
||||
gamepad.m.Lock()
|
||||
copy(gamepad.axisValues, gp.AxisValues[:])
|
||||
copy(gamepad.buttonValues, gp.ButtonValues[:])
|
||||
copy(gamepad.buttonPressed, gp.ButtonPressed[:])
|
||||
gamepad.m.Unlock()
|
||||
}
|
||||
|
||||
// Remove an unused gamepads.
|
||||
gamepads.remove(func(gamepad *Gamepad) bool {
|
||||
_, ok := g.ids[gamepad.id]
|
||||
return !ok
|
||||
})
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
type nativeGamepad struct {
|
||||
id int
|
||||
standard bool
|
||||
|
||||
axisValues []float64
|
||||
buttonPressed []bool
|
||||
buttonValues []float64
|
||||
}
|
||||
|
||||
func (*nativeGamepad) update(gamepad *gamepads) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) hasOwnStandardLayoutMapping() bool {
|
||||
return g.standard
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) axisCount() int {
|
||||
return len(g.axisValues)
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) buttonCount() int {
|
||||
return len(g.buttonValues)
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) hatCount() int {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) axisValue(axis int) float64 {
|
||||
if axis < 0 || axis >= len(g.axisValues) {
|
||||
return 0
|
||||
}
|
||||
return g.axisValues[axis]
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) isButtonPressed(button int) bool {
|
||||
if button < 0 || button >= len(g.buttonPressed) {
|
||||
return false
|
||||
}
|
||||
return g.buttonPressed[button]
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) buttonValue(button int) float64 {
|
||||
if button < 0 || button >= len(g.buttonValues) {
|
||||
return 0
|
||||
}
|
||||
return g.buttonValues[button]
|
||||
}
|
||||
|
||||
func (*nativeGamepad) hatState(hat int) int {
|
||||
return hatCentered
|
||||
}
|
||||
|
||||
func (g *nativeGamepad) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
||||
cbackend.VibrateGamepad(g.id, duration, strongMagnitude, weakMagnitude)
|
||||
}
|
@ -12,8 +12,8 @@
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
//go:build !ios
|
||||
// +build !ios
|
||||
//go:build !ios && !ebitencbackend
|
||||
// +build !ios,!ebitencbackend
|
||||
|
||||
package gamepad
|
||||
|
||||
|
@ -12,8 +12,8 @@
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
//go:build ios
|
||||
// +build ios
|
||||
//go:build ios && !ebitencbackend
|
||||
// +build ios,!ebitencbackend
|
||||
|
||||
package gamepad
|
||||
|
||||
|
@ -12,8 +12,8 @@
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
//go:build !android
|
||||
// +build !android
|
||||
//go:build !android && !ebitencbackend
|
||||
// +build !android,!ebitencbackend
|
||||
|
||||
package gamepad
|
||||
|
||||
|
@ -12,6 +12,9 @@
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
//go:build !ebitencbackend
|
||||
// +build !ebitencbackend
|
||||
|
||||
package gamepad
|
||||
|
||||
import (
|
||||
|
@ -20,191 +20,98 @@ package cbackend
|
||||
import (
|
||||
"time"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/driver"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
|
||||
)
|
||||
|
||||
func (i *Input) updateGamepads() {
|
||||
i.gamepads = i.gamepads[:0]
|
||||
i.gamepads = cbackend.AppendGamepads(i.gamepads)
|
||||
}
|
||||
|
||||
func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
|
||||
i.m.Lock()
|
||||
defer i.m.Unlock()
|
||||
|
||||
for _, g := range i.gamepads {
|
||||
gamepadIDs = append(gamepadIDs, g.ID)
|
||||
}
|
||||
return gamepadIDs
|
||||
return gamepad.AppendGamepadIDs(gamepadIDs)
|
||||
}
|
||||
|
||||
func (i *Input) GamepadSDLID(id driver.GamepadID) string {
|
||||
return ""
|
||||
g := gamepad.Get(id)
|
||||
if g == nil {
|
||||
return ""
|
||||
}
|
||||
return g.SDLID()
|
||||
}
|
||||
|
||||
func (i *Input) GamepadName(id driver.GamepadID) string {
|
||||
return ""
|
||||
g := gamepad.Get(id)
|
||||
if g == nil {
|
||||
return ""
|
||||
}
|
||||
return g.Name()
|
||||
}
|
||||
|
||||
func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
|
||||
i.m.Lock()
|
||||
defer i.m.Unlock()
|
||||
|
||||
for _, g := range i.gamepads {
|
||||
if g.ID != id {
|
||||
continue
|
||||
}
|
||||
if axis < 0 {
|
||||
return 0
|
||||
}
|
||||
if g.AxisNum <= axis {
|
||||
return 0
|
||||
}
|
||||
if len(g.AxisValues) <= axis {
|
||||
return 0
|
||||
}
|
||||
return g.AxisValues[axis]
|
||||
g := gamepad.Get(id)
|
||||
if g == nil {
|
||||
return 0
|
||||
}
|
||||
return 0
|
||||
return g.Axis(axis)
|
||||
}
|
||||
|
||||
func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
|
||||
i.m.Lock()
|
||||
defer i.m.Unlock()
|
||||
|
||||
for _, g := range i.gamepads {
|
||||
if g.ID != id {
|
||||
continue
|
||||
}
|
||||
return g.AxisNum
|
||||
g := gamepad.Get(id)
|
||||
if g == nil {
|
||||
return 0
|
||||
}
|
||||
return 0
|
||||
return g.AxisCount()
|
||||
}
|
||||
|
||||
func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
|
||||
i.m.Lock()
|
||||
defer i.m.Unlock()
|
||||
|
||||
for _, g := range i.gamepads {
|
||||
if g.ID != id {
|
||||
continue
|
||||
}
|
||||
return g.ButtonNum
|
||||
g := gamepad.Get(id)
|
||||
if g == nil {
|
||||
return 0
|
||||
}
|
||||
return 0
|
||||
return g.ButtonCount()
|
||||
}
|
||||
|
||||
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
|
||||
i.m.Lock()
|
||||
defer i.m.Unlock()
|
||||
|
||||
for _, g := range i.gamepads {
|
||||
if g.ID != id {
|
||||
continue
|
||||
}
|
||||
if button < 0 {
|
||||
return false
|
||||
}
|
||||
if g.ButtonNum <= int(button) {
|
||||
return false
|
||||
}
|
||||
if len(g.ButtonPressed) <= int(button) {
|
||||
return false
|
||||
}
|
||||
return g.ButtonPressed[button]
|
||||
g := gamepad.Get(id)
|
||||
if g == nil {
|
||||
return false
|
||||
}
|
||||
return false
|
||||
return g.Button(int(button))
|
||||
}
|
||||
|
||||
func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
|
||||
i.m.Lock()
|
||||
defer i.m.Unlock()
|
||||
|
||||
for _, g := range i.gamepads {
|
||||
if g.ID != id {
|
||||
continue
|
||||
}
|
||||
if !g.Standard {
|
||||
return false
|
||||
}
|
||||
if button < 0 {
|
||||
return false
|
||||
}
|
||||
if g.ButtonNum <= int(button) {
|
||||
return false
|
||||
}
|
||||
if len(g.ButtonPressed) <= int(button) {
|
||||
return false
|
||||
}
|
||||
return g.ButtonPressed[button]
|
||||
g := gamepad.Get(id)
|
||||
if g == nil {
|
||||
return false
|
||||
}
|
||||
return false
|
||||
return g.IsStandardButtonPressed(button)
|
||||
}
|
||||
|
||||
func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
|
||||
i.m.Lock()
|
||||
defer i.m.Unlock()
|
||||
|
||||
for _, g := range i.gamepads {
|
||||
if g.ID != id {
|
||||
continue
|
||||
}
|
||||
return g.Standard
|
||||
g := gamepad.Get(id)
|
||||
if g == nil {
|
||||
return false
|
||||
}
|
||||
return false
|
||||
return g.IsStandardLayoutAvailable()
|
||||
}
|
||||
|
||||
func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
|
||||
i.m.Lock()
|
||||
defer i.m.Unlock()
|
||||
|
||||
for _, g := range i.gamepads {
|
||||
if g.ID != id {
|
||||
continue
|
||||
}
|
||||
if !g.Standard {
|
||||
return 0
|
||||
}
|
||||
if axis < 0 {
|
||||
return 0
|
||||
}
|
||||
if g.AxisNum <= int(axis) {
|
||||
return 0
|
||||
}
|
||||
if len(g.AxisValues) <= int(axis) {
|
||||
return 0
|
||||
}
|
||||
return g.AxisValues[axis]
|
||||
g := gamepad.Get(id)
|
||||
if g == nil {
|
||||
return 0
|
||||
}
|
||||
return 0
|
||||
return g.StandardAxisValue(axis)
|
||||
}
|
||||
|
||||
func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
|
||||
i.m.Lock()
|
||||
defer i.m.Unlock()
|
||||
|
||||
for _, g := range i.gamepads {
|
||||
if g.ID != id {
|
||||
continue
|
||||
}
|
||||
if !g.Standard {
|
||||
return 0
|
||||
}
|
||||
if button < 0 {
|
||||
return 0
|
||||
}
|
||||
if g.ButtonNum <= int(button) {
|
||||
return 0
|
||||
}
|
||||
if len(g.ButtonValues) <= int(button) {
|
||||
return 0
|
||||
}
|
||||
return g.ButtonValues[button]
|
||||
g := gamepad.Get(id)
|
||||
if g == nil {
|
||||
return 0
|
||||
}
|
||||
return 0
|
||||
return g.StandardButtonValue(button)
|
||||
}
|
||||
|
||||
func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
||||
cbackend.VibrateGamepad(id, duration, strongMagnitude, weakMagnitude)
|
||||
g := gamepad.Get(id)
|
||||
if g == nil {
|
||||
return
|
||||
}
|
||||
g.Vibrate(duration, strongMagnitude, weakMagnitude)
|
||||
}
|
||||
|
@ -22,6 +22,7 @@ import (
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/driver"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
|
||||
)
|
||||
|
||||
type Input struct {
|
||||
@ -35,7 +36,7 @@ func (i *Input) update(context driver.UIContext) {
|
||||
i.m.Lock()
|
||||
defer i.m.Unlock()
|
||||
|
||||
i.updateGamepads()
|
||||
gamepad.Update()
|
||||
|
||||
i.touches = i.touches[:0]
|
||||
i.touches = cbackend.AppendTouches(i.touches)
|
||||
|
Loading…
Reference in New Issue
Block a user