internal/gamepad: implement for Linux

Updates #1452
This commit is contained in:
Hajime Hoshi 2022-02-01 23:56:15 +09:00
parent d2afbd43cc
commit ef45058037
5 changed files with 558 additions and 264 deletions

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@ -0,0 +1,116 @@
// 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 !android
// +build !android
package gamepad
import (
"unsafe"
"golang.org/x/sys/unix"
)
const (
_ABS_HAT0X = 0x10
_ABS_HAT3Y = 0x17
_ABS_MAX = 0x3f
_ABS_CNT = _ABS_MAX + 1
_BTN_MISC = 0x100
_IOC_NONE = 0
_IOC_WRITE = 1
_IOC_READ = 2
_IOC_NRBITS = 8
_IOC_TYPEBITS = 8
_IOC_SIZEBITS = 14
_IOC_DIRBITS = 2
_IOC_NRSHIFT = 0
_IOC_TYPESHIFT = _IOC_NRSHIFT + _IOC_NRBITS
_IOC_SIZESHIFT = _IOC_TYPESHIFT + _IOC_TYPEBITS
_IOC_DIRSHIFT = _IOC_SIZESHIFT + _IOC_SIZEBITS
_KEY_MAX = 0x2ff
_KEY_CNT = _KEY_MAX + 1
_SYN_REPORT = 0
_SYN_DROPPED = 3
)
func _IOC(dir, typ, nr, size uint) uint {
return dir<<_IOC_DIRSHIFT | typ<<_IOC_TYPESHIFT | nr<<_IOC_NRSHIFT | size<<_IOC_SIZESHIFT
}
func _IOR(typ, nr, size uint) uint {
return _IOC(_IOC_READ, typ, nr, size)
}
func _EVIOCGABS(abs uint) uint {
return _IOR('E', 0x40+abs, uint(unsafe.Sizeof(input_absinfo{})))
}
func _EVIOCGBIT(ev, len uint) uint {
return _IOC(_IOC_READ, 'E', 0x20+ev, len)
}
func _EVIOCGID() uint {
return _IOR('E', 0x02, uint(unsafe.Sizeof(input_id{})))
}
func _EVIOCGNAME(len uint) uint {
return _IOC(_IOC_READ, 'E', 0x06, len)
}
type inotify_event struct {
wd int32 // TODO: The original type is C's int. Is it OK to use int32?
mask uint32
cookie uint32
len uint32
name string
}
type input_absinfo struct {
value int32
minimum int32
maximum int32
fuzz int32
flat int32
resolution int32
}
type input_event struct {
time unix.Timeval
typ uint16
code uint16
value int32
}
type input_id struct {
bustype uint16
vendor uint16
product uint16
version uint16
}
func ioctl(fd int, request uint, ptr unsafe.Pointer) error {
r, _, e := unix.Syscall(unix.SYS_IOCTL, uintptr(fd), uintptr(request), uintptr(ptr))
if r < 0 {
return unix.Errno(e)
}
return nil
}

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@ -0,0 +1,438 @@
// 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 !android
// +build !android
package gamepad
import (
"fmt"
"io/ioutil"
"path/filepath"
"regexp"
"runtime"
"time"
"unsafe"
"golang.org/x/sys/unix"
)
const dirName = "/dev/input"
var reEvent = regexp.MustCompile(`^event[0-9]+$`)
func isBitSet(s []byte, bit int) bool {
return s[bit/8]&(1<<(bit%8)) != 0
}
type nativeGamepads struct {
inotify int
watch int
}
func (g *nativeGamepads) init(gamepads *gamepads) error {
// Check the existence of the directory `dirName`.
var stat unix.Stat_t
if err := unix.Stat(dirName, &stat); err != nil {
if err == unix.ENOENT {
return nil
}
return fmt.Errorf("gamepad: Stat failed: %w", err)
}
if stat.Mode&unix.S_IFDIR == 0 {
return nil
}
inotify, err := unix.InotifyInit1(unix.IN_NONBLOCK | unix.IN_CLOEXEC)
if err != nil {
return fmt.Errorf("gamepad: InotifyInit1 failed: %w", err)
}
g.inotify = inotify
if g.inotify > 0 {
// Register for IN_ATTRIB to get notified when udev is done.
// This works well in practice but the true way is libudev.
watch, err := unix.InotifyAddWatch(g.inotify, dirName, unix.IN_CREATE|unix.IN_ATTRIB|unix.IN_DELETE)
if err != nil {
return fmt.Errorf("gamepad: InotifyAddWatch failed: %w", err)
}
g.watch = watch
}
ents, err := ioutil.ReadDir(dirName)
if err != nil {
return fmt.Errorf("gamepad: ReadDir(%s) failed: %w", dirName, err)
}
for _, ent := range ents {
if ent.IsDir() {
continue
}
if !reEvent.MatchString(ent.Name()) {
continue
}
if err := g.openGamepad(gamepads, filepath.Join(dirName, ent.Name())); err != nil {
return err
}
}
return nil
}
func (*nativeGamepads) openGamepad(gamepads *gamepads, path string) (err error) {
if gamepads.find(func(gamepad *Gamepad) bool {
return gamepad.path == path
}) != nil {
return nil
}
fd, err := unix.Open(path, unix.O_RDONLY|unix.O_NONBLOCK, 0)
if err != nil {
if err == unix.EACCES {
return nil
}
// This happens just after a disconnection.
if err == unix.ENOENT {
return nil
}
return fmt.Errorf("gamepad: Open failed: %w", err)
}
defer func() {
if err != nil {
unix.Close(fd)
}
}()
evBits := make([]byte, (unix.EV_CNT+7)/8)
keyBits := make([]byte, (_KEY_CNT+7)/8)
absBits := make([]byte, (_ABS_CNT+7)/8)
var id input_id
if err := ioctl(fd, _EVIOCGBIT(0, uint(len(evBits))), unsafe.Pointer(&evBits[0])); err != nil {
return fmt.Errorf("gamepad: ioctl for evBits failed: %w", err)
}
if err := ioctl(fd, _EVIOCGBIT(unix.EV_KEY, uint(len(keyBits))), unsafe.Pointer(&keyBits[0])); err != nil {
return fmt.Errorf("gamepad: ioctl for keyBits failed: %w", err)
}
if err := ioctl(fd, _EVIOCGBIT(unix.EV_ABS, uint(len(absBits))), unsafe.Pointer(&absBits[0])); err != nil {
return fmt.Errorf("gamepad: ioctl for absBits failed: %w", err)
}
if err := ioctl(fd, _EVIOCGID(), unsafe.Pointer(&id)); err != nil {
return fmt.Errorf("gamepad: ioctl for an ID failed: %w", err)
}
if !isBitSet(evBits, unix.EV_KEY) {
unix.Close(fd)
return nil
}
if !isBitSet(evBits, unix.EV_ABS) {
unix.Close(fd)
return nil
}
cname := make([]byte, 256)
name := "Unknown"
// TODO: Is it OK to ignore the error here?
if err := ioctl(fd, uint(_EVIOCGNAME(uint(len(name)))), unsafe.Pointer(&cname[0])); err == nil {
name = unix.ByteSliceToString(cname)
}
var sdlID string
if id.vendor != 0 && id.product != 0 && id.version != 0 {
sdlID = fmt.Sprintf("%02x%02x0000%02x%02x0000%02x%02x0000%02x%02x0000",
byte(id.bustype), byte(id.bustype>>8),
byte(id.vendor), byte(id.vendor>>8),
byte(id.product), byte(id.product>>8),
byte(id.version), byte(id.version>>8))
} else {
bs := []byte(name)
if len(bs) < 12 {
bs = append(bs, make([]byte, 12-len(bs))...)
}
sdlID = fmt.Sprintf("%02x%02x0000%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x",
byte(id.bustype), byte(id.bustype>>8),
bs[0], bs[1], bs[2], bs[3], bs[4], bs[5], bs[6], bs[7], bs[8], bs[9], bs[10], bs[11])
}
gp := gamepads.add(name, sdlID)
gp.path = path
gp.fd = fd
runtime.SetFinalizer(gp, func(gp *Gamepad) {
gp.close()
})
var axisCount int
var buttonCount int
var hatCount int
for code := _BTN_MISC; code < _KEY_CNT; code++ {
if !isBitSet(keyBits, code) {
continue
}
gp.keyMap[code-_BTN_MISC] = buttonCount
buttonCount++
}
for code := 0; code < _ABS_CNT; code++ {
gp.absMap[code] = -1
if !isBitSet(absBits, code) {
continue
}
if code >= _ABS_HAT0X && code <= _ABS_HAT3Y {
gp.absMap[code] = hatCount
hatCount++
// Skip Y.
code++
continue
}
if err := ioctl(gp.fd, uint(_EVIOCGABS(uint(code))), unsafe.Pointer(&gp.absInfo[code])); err != nil {
return fmt.Errorf("gamepad: ioctl for an abs at openGamepad failed: %w", err)
}
gp.absMap[code] = axisCount
axisCount++
}
gp.axisCount_ = axisCount
gp.buttonCount_ = buttonCount
gp.hatCount_ = hatCount
if err := gp.pollAbsState(); err != nil {
return err
}
return nil
}
func (g *nativeGamepads) update(gamepads *gamepads) error {
if g.inotify <= 0 {
return nil
}
buf := make([]byte, 16384)
n, err := unix.Read(g.inotify, buf[:])
if err != nil {
if err == unix.EAGAIN {
return nil
}
return fmt.Errorf("gamepad: Read failed: %w", err)
}
buf = buf[:n]
for len(buf) > 0 {
e := inotify_event{
wd: int32(buf[0]) | int32(buf[1])<<8 | int32(buf[2])<<16 | int32(buf[3])<<24,
mask: uint32(buf[4]) | uint32(buf[5])<<8 | uint32(buf[6])<<16 | uint32(buf[7])<<24,
cookie: uint32(buf[8]) | uint32(buf[9])<<8 | uint32(buf[10])<<16 | uint32(buf[11])<<24,
len: uint32(buf[12]) | uint32(buf[13])<<8 | uint32(buf[14])<<16 | uint32(buf[15])<<24,
}
e.name = unix.ByteSliceToString(buf[16 : 16+e.len-1]) // len includes the null termiinate.
buf = buf[16+e.len:]
if !reEvent.MatchString(e.name) {
continue
}
path := filepath.Join(dirName, e.name)
if e.mask&(unix.IN_CREATE|unix.IN_ATTRIB) != 0 {
if err := g.openGamepad(gamepads, path); err != nil {
return err
}
continue
}
if e.mask&unix.IN_DELETE != 0 {
if gp := gamepads.find(func(gamepad *Gamepad) bool {
return gamepad.path == path
}); gp != nil {
gp.close()
gamepads.remove(func(gamepad *Gamepad) bool {
return gamepad == gp
})
}
continue
}
}
return nil
}
type nativeGamepad struct {
fd int
path string
keyMap [_KEY_CNT - _BTN_MISC]int
absMap [_ABS_CNT]int
absInfo [_ABS_CNT]input_absinfo
dropped bool
axes [_ABS_CNT]float64
buttons [_KEY_CNT - _BTN_MISC]bool
hats [4]int
axisCount_ int
buttonCount_ int
hatCount_ int
}
func (g *nativeGamepad) close() {
if g.fd != 0 {
unix.Close(g.fd)
}
g.fd = 0
}
func (g *nativeGamepad) update(gamepad *gamepads) error {
if g.fd == 0 {
return nil
}
for {
buf := make([]byte, unsafe.Sizeof(input_event{}))
// TODO: Should the returned byte count be cared?
if _, err := unix.Read(g.fd, buf); err != nil {
if err == unix.EAGAIN {
break
}
// Disconnected
if err == unix.ENODEV {
g.close()
return nil
}
return fmt.Errorf("gamepad: Read failed: %w", err)
}
// time is not used.
e := input_event{
typ: uint16(buf[16]) | uint16(buf[17])<<8,
code: uint16(buf[18]) | uint16(buf[19])<<8,
value: int32(buf[20]) | int32(buf[21])<<8 | int32(buf[22])<<16 | int32(buf[23])<<24,
}
if e.typ == unix.EV_SYN {
switch e.code {
case _SYN_DROPPED:
g.dropped = true
case _SYN_REPORT:
g.dropped = false
g.pollAbsState()
}
}
if g.dropped {
continue
}
switch e.typ {
case unix.EV_KEY:
idx := g.keyMap[e.code-_BTN_MISC]
g.buttons[idx] = e.value != 0
case unix.EV_ABS:
g.handleAbsEvent(int(e.code), e.value)
}
}
return nil
}
func (g *nativeGamepad) pollAbsState() error {
for code := 0; code < _ABS_CNT; code++ {
if g.absMap[code] < 0 {
continue
}
if err := ioctl(g.fd, uint(_EVIOCGABS(uint(code))), unsafe.Pointer(&g.absInfo[code])); err != nil {
return fmt.Errorf("gamepad: ioctl for an abs at pollAbsState failed: %w", err)
}
g.handleAbsEvent(code, g.absInfo[code].value)
}
return nil
}
func (g *nativeGamepad) handleAbsEvent(code int, value int32) {
index := g.absMap[code]
if code >= _ABS_HAT0X && code <= _ABS_HAT3Y {
axis := (code - _ABS_HAT0X) % 2
switch axis {
case 0:
switch {
case value < 0:
g.hats[index] |= hatLeft
g.hats[index] &^= hatRight
case value > 0:
g.hats[index] &^= hatLeft
g.hats[index] |= hatRight
default:
g.hats[index] &^= hatLeft | hatRight
}
case 1:
switch {
case value < 0:
g.hats[index] |= hatUp
g.hats[index] &^= hatDown
case value > 0:
g.hats[index] &^= hatUp
g.hats[index] |= hatDown
default:
g.hats[index] &^= hatUp | hatDown
}
}
return
}
info := g.absInfo[code]
v := float64(value)
if r := float64(info.maximum) - float64(info.minimum); r != 0 {
v = (v - float64(info.minimum)) / r
v = v*2 - 1
}
g.axes[index] = v
}
func (*nativeGamepad) hasOwnStandardLayoutMapping() bool {
return false
}
func (g *nativeGamepad) axisCount() int {
return g.axisCount_
}
func (g *nativeGamepad) buttonCount() int {
return g.buttonCount_
}
func (g *nativeGamepad) hatCount() int {
return g.hatCount_
}
func (g *nativeGamepad) axisValue(axis int) float64 {
if axis < 0 || axis >= g.axisCount_ {
return 0
}
return g.axes[axis]
}
func (g *nativeGamepad) isButtonPressed(button int) bool {
if button < 0 || button >= g.buttonCount_ {
return false
}
return g.buttons[button]
}
func (*nativeGamepad) buttonValue(button int) float64 {
panic("gamepad: buttonValue is not implemented")
}
func (g *nativeGamepad) 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) {
// TODO: Implement this (#1452)
}

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@ -12,9 +12,10 @@
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build (!darwin || ios) && !js && !windows
//go:build (!darwin || ios) && !js && (!linux || android) && !windows
// +build !darwin ios
// +build !js
// +build !linux android
// +build !windows
package gamepad
@ -72,5 +73,4 @@ func (*nativeGamepad) hatState(hat int) int {
}
func (g *nativeGamepad) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
// TODO: Implement this (#1452)
}

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@ -12,8 +12,8 @@
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build (darwin && !ios) || windows
// +build darwin,!ios windows
//go:build !android && !js && !ios
// +build !android,!js,!ios
package glfw

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@ -1,260 +0,0 @@
// 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 !android && !js && !darwin && !windows
// +build !android,!js,!darwin,!windows
package glfw
import (
"time"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
"github.com/hajimehoshi/ebiten/v2/internal/glfw"
)
type nativeGamepads struct {
}
func (i *Input) updateGamepads() error {
for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
i.gamepads[id].valid = false
if !id.Present() {
continue
}
buttons := id.GetButtons()
// A gamepad can be detected even though there are not. Apparently, some special devices are
// recognized as gamepads by GLFW. In this case, the number of the 'buttons' can exceeds the
// maximum. Skip such devices as a tentative solution (#1173).
if len(buttons) > driver.GamepadButtonNum {
continue
}
i.gamepads[id].valid = true
i.gamepads[id].buttonNum = len(buttons)
for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
if len(buttons) <= b {
i.gamepads[id].buttonPressed[b] = false
continue
}
i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
}
axes32 := id.GetAxes()
i.gamepads[id].axisNum = len(axes32)
for a := 0; a < len(i.gamepads[id].axes); a++ {
if len(axes32) <= a {
i.gamepads[id].axes[a] = 0
continue
}
i.gamepads[id].axes[a] = float64(axes32[a])
}
hats := id.GetHats()
i.gamepads[id].hatsNum = len(hats)
for h := 0; h < len(i.gamepads[id].hats); h++ {
if len(hats) <= h {
i.gamepads[id].hats[h] = 0
continue
}
i.gamepads[id].hats[h] = int(hats[h])
}
// Note that GLFW's gamepad GUID follows SDL's GUID.
i.gamepads[id].guid = id.GetGUID()
i.gamepads[id].name = id.GetName()
}
return nil
}
func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
if !i.ui.isRunning() {
return nil
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for id, g := range i.gamepads {
if g.valid {
gamepadIDs = append(gamepadIDs, driver.GamepadID(id))
}
}
return gamepadIDs
}
func (i *Input) GamepadSDLID(id driver.GamepadID) string {
if !i.ui.isRunning() {
return ""
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return ""
}
return i.gamepads[id].guid
}
func (i *Input) GamepadName(id driver.GamepadID) string {
if !i.ui.isRunning() {
return ""
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return ""
}
if name := gamepaddb.Name(i.gamepads[id].guid); name != "" {
return name
}
return i.gamepads[id].name
}
func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
if !i.ui.isRunning() {
return 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return 0
}
return i.gamepads[id].axisNum
}
func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
if !i.ui.isRunning() {
return 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return 0
}
return i.gamepads[id].axes[axis]
}
func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
if !i.ui.isRunning() {
return 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return 0
}
return i.gamepads[id].buttonNum
}
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
if !i.ui.isRunning() {
return false
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return false
}
return i.gamepads[id].buttonPressed[button]
}
func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
i.ui.m.Lock()
defer i.ui.m.Unlock()
if len(i.gamepads) <= int(id) {
return false
}
g := i.gamepads[int(id)]
return gamepaddb.HasStandardLayoutMapping(g.guid)
}
func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
i.ui.m.Lock()
defer i.ui.m.Unlock()
if len(i.gamepads) <= int(id) {
return 0
}
g := i.gamepads[int(id)]
return gamepaddb.AxisValue(g.guid, axis, gamepadState{&g})
}
func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
i.ui.m.Lock()
defer i.ui.m.Unlock()
if len(i.gamepads) <= int(id) {
return 0
}
g := i.gamepads[int(id)]
return gamepaddb.ButtonValue(g.guid, button, gamepadState{&g})
}
func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
i.ui.m.Lock()
defer i.ui.m.Unlock()
if len(i.gamepads) <= int(id) {
return false
}
g := i.gamepads[int(id)]
return gamepaddb.IsButtonPressed(g.guid, button, gamepadState{&g})
}
func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
// TODO: Implement this (#1452)
}
func init() {
// Confirm that all the hat state values are the same.
if gamepaddb.HatUp != glfw.HatUp {
panic("glfw: gamepaddb.HatUp must equal to glfw.HatUp but not")
}
if gamepaddb.HatRight != glfw.HatRight {
panic("glfw: gamepaddb.HatRight must equal to glfw.HatRight but not")
}
if gamepaddb.HatDown != glfw.HatDown {
panic("glfw: gamepaddb.HatDown must equal to glfw.HatDown but not")
}
if gamepaddb.HatLeft != glfw.HatLeft {
panic("glfw: gamepaddb.HatLeft must equal to glfw.HatLeft but not")
}
}
type gamepadState struct {
g *gamepad
}
func (s gamepadState) Axis(index int) float64 {
return s.g.axes[index]
}
func (s gamepadState) Button(index int) bool {
return s.g.buttonPressed[index]
}
func (s gamepadState) Hat(index int) int {
return s.g.hats[index]
}