Add internal/gamepaddb (#1805)

This is basically a revert of 93a156a718.
This implements parsing the SDL gamepad mappings by Ebiten instead
of GLFW, so that Ebiten can handle parsing errors completely.

Closes #1802
This commit is contained in:
Hajime Hoshi 2021-09-11 22:46:05 +09:00 committed by GitHub
parent 28963a66ee
commit f23dadb8ae
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
15 changed files with 541 additions and 188 deletions

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@ -16,6 +16,7 @@ package ebiten
import (
"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
)
// AppendInputChars appends "printable" runes, read from the keyboard at the time update is called, to runes,
@ -251,11 +252,11 @@ func IsStandardGamepadLayoutAvailable(id GamepadID) bool {
//
// On platforms where gamepad mappings are not managed by Ebiten, this always returns false and nil.
//
// UpdateStandardGamepadLayoutMappings must be called on the main thread before ebiten.Run, and is concurrent-safe after ebiten.Run.
// UpdateStandardGamepadLayoutMappings is concurrent-safe.
//
// Updated mappings take effect immediately even for already connected gamepads.
func UpdateStandardGamepadLayoutMappings(mappings string) (bool, error) {
return uiDriver().Input().UpdateStandardGamepadLayoutMappings(mappings)
return gamepaddb.Update([]byte(mappings))
}
// TouchID represents a touch's identifier.

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@ -34,7 +34,6 @@ type Input interface {
IsStandardGamepadButtonPressed(id GamepadID, button StandardGamepadButton) bool
IsStandardGamepadLayoutAvailable(id GamepadID) bool
StandardGamepadAxisValue(id GamepadID, button StandardGamepadAxis) float64
UpdateStandardGamepadLayoutMappings(mapping string) (bool, error)
TouchPosition(id TouchID) (x, y int)
Wheel() (xoff, yoff float64)
}

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@ -0,0 +1,454 @@
// Copyright 2021 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.
// gamecontrollerdb.txt is downloaded at https://github.com/gabomdq/SDL_GameControllerDB.
//go:generate curl --location --remote-name https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
//go:generate file2byteslice -package gamepaddb -input=./gamecontrollerdb.txt -output=./gamecontrollerdb.txt.go -var=gamecontrollerdbTxt
package gamepaddb
import (
"bufio"
"bytes"
"fmt"
"io"
"runtime"
"strconv"
"strings"
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
)
type platform int
const (
platformUnknown platform = iota
platformWindows
platformMacOS
platformUnix
platformAndroid
platformIOS
)
var currentPlatform platform
func init() {
if runtime.GOOS == "windows" {
currentPlatform = platformWindows
return
}
if runtime.GOOS == "aix" ||
runtime.GOOS == "dragonfly" ||
runtime.GOOS == "freebsd" ||
runtime.GOOS == "hurd" ||
runtime.GOOS == "illumos" ||
runtime.GOOS == "linux" ||
runtime.GOOS == "netbsd" ||
runtime.GOOS == "openbsd" ||
runtime.GOOS == "solaris" {
currentPlatform = platformUnix
return
}
if runtime.GOOS == "android" {
currentPlatform = platformAndroid
return
}
if isIOS {
currentPlatform = platformIOS
return
}
if runtime.GOOS == "darwin" {
currentPlatform = platformMacOS
return
}
}
var additionalGLFWGamepads = []byte(`
78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
78696e70757402000000000000000000,XInput Wheel (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
78696e70757403000000000000000000,XInput Arcade Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
78696e70757404000000000000000000,XInput Flight Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
78696e70757405000000000000000000,XInput Dance Pad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
78696e70757406000000000000000000,XInput Guitar (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
78696e70757408000000000000000000,XInput Drum Kit (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
`)
func init() {
if _, err := Update(gamecontrollerdbTxt); err != nil {
panic(err)
}
if _, err := Update(additionalGLFWGamepads); err != nil {
panic(err)
}
}
type mappingType int
const (
mappingTypeButton mappingType = iota
mappingTypeAxis
mappingTypeHat
)
const (
HatUp = 1
HatRight = 2
HatDown = 4
HatLeft = 8
)
type mapping struct {
Type mappingType
Index int
AxisScale int
AxisOffset int
HatState int
}
var (
gamepadButtonMappings = map[string]map[driver.StandardGamepadButton]*mapping{}
gamepadAxisMappings = map[string]map[driver.StandardGamepadAxis]*mapping{}
mappingsM sync.RWMutex
)
func processLine(line string, platform platform) error {
line = strings.TrimSpace(line)
if len(line) == 0 {
return nil
}
if line[0] == '#' {
return nil
}
tokens := strings.Split(line, ",")
id := tokens[0]
for _, token := range tokens[2:] {
if len(token) == 0 {
continue
}
tks := strings.Split(token, ":")
if tks[0] == "platform" {
switch tks[1] {
case "Windows":
if platform != platformWindows {
return nil
}
case "Mac OS X":
if platform != platformMacOS {
return nil
}
case "Linux":
if platform != platformUnix {
return nil
}
case "Android":
if platform != platformAndroid {
return nil
}
case "iOS":
if platform != platformIOS {
return nil
}
default:
return fmt.Errorf("gamepaddb: unexpected platform: %s", tks[1])
}
continue
}
// Found a token without a colon e.g., 'sat' or 'm_nin' on a Saturn controller. Ignore this.
if len(tks) == 1 {
continue
}
gb, err := parseMappingElement(tks[1])
if err != nil {
return err
}
if b, ok := toStandardGamepadButton(tks[0]); ok {
m, ok := gamepadButtonMappings[id]
if !ok {
m = map[driver.StandardGamepadButton]*mapping{}
gamepadButtonMappings[id] = m
}
m[b] = gb
continue
}
if a, ok := toStandardGamepadAxis(tks[0]); ok {
m, ok := gamepadAxisMappings[id]
if !ok {
m = map[driver.StandardGamepadAxis]*mapping{}
gamepadAxisMappings[id] = m
}
m[a] = gb
continue
}
// The buttons like "misc1" are ignored so far.
// There is no corresponding button in the Web standard gamepad layout.
}
return nil
}
func parseMappingElement(str string) (*mapping, error) {
switch {
case str[0] == 'a' || strings.HasPrefix(str, "+a") || strings.HasPrefix(str, "-a") || str[0] == '~':
var tilda bool
if str[0] == '~' {
str = str[1:]
tilda = true
}
if str[len(str)-1] == '~' {
str = str[:len(str)-1]
tilda = true
}
min := -1
max := 1
numstr := str[1:]
if str[0] == '+' {
numstr = str[2:]
min = 0
} else if str[0] == '-' {
numstr = str[2:]
max = 0
}
scale := 2 / (max - min)
offset := -(max + min)
if tilda {
scale = -scale
offset = -offset
}
index, err := strconv.Atoi(numstr)
if err != nil {
return nil, err
}
return &mapping{
Type: mappingTypeAxis,
Index: index,
AxisScale: scale,
AxisOffset: offset,
}, nil
case str[0] == 'b':
index, err := strconv.Atoi(str[1:])
if err != nil {
return nil, err
}
return &mapping{
Type: mappingTypeButton,
Index: index,
}, nil
case str[0] == 'h':
tokens := strings.Split(str[1:], ".")
if len(tokens) < 2 {
return nil, fmt.Errorf("gamepaddb: unexpected hat: %s", str)
}
index, err := strconv.Atoi(tokens[0])
if err != nil {
return nil, err
}
hat, err := strconv.Atoi(tokens[1])
if err != nil {
return nil, err
}
return &mapping{
Type: mappingTypeHat,
Index: index,
HatState: hat,
}, nil
}
return nil, fmt.Errorf("gamepaddb: unepxected mapping: %s", str)
}
func toStandardGamepadButton(str string) (driver.StandardGamepadButton, bool) {
switch str {
case "a":
return driver.StandardGamepadButtonRightBottom, true
case "b":
return driver.StandardGamepadButtonRightRight, true
case "x":
return driver.StandardGamepadButtonRightLeft, true
case "y":
return driver.StandardGamepadButtonRightTop, true
case "back":
return driver.StandardGamepadButtonCenterLeft, true
case "start":
return driver.StandardGamepadButtonCenterRight, true
case "guide":
return driver.StandardGamepadButtonCenterCenter, true
case "leftshoulder":
return driver.StandardGamepadButtonFrontTopLeft, true
case "rightshoulder":
return driver.StandardGamepadButtonFrontTopRight, true
case "leftstick":
return driver.StandardGamepadButtonLeftStick, true
case "rightstick":
return driver.StandardGamepadButtonRightStick, true
case "dpup":
return driver.StandardGamepadButtonLeftTop, true
case "dpright":
return driver.StandardGamepadButtonLeftRight, true
case "dpdown":
return driver.StandardGamepadButtonLeftBottom, true
case "dpleft":
return driver.StandardGamepadButtonLeftLeft, true
case "lefttrigger":
return driver.StandardGamepadButtonFrontBottomLeft, true
case "righttrigger":
return driver.StandardGamepadButtonFrontBottomRight, true
default:
return 0, false
}
}
func toStandardGamepadAxis(str string) (driver.StandardGamepadAxis, bool) {
switch str {
case "leftx":
return driver.StandardGamepadAxisLeftStickHorizontal, true
case "lefty":
return driver.StandardGamepadAxisLeftStickVertical, true
case "rightx":
return driver.StandardGamepadAxisRightStickHorizontal, true
case "righty":
return driver.StandardGamepadAxisRightStickVertical, true
default:
return 0, false
}
}
func HasStandardLayoutMapping(id string) bool {
mappingsM.RLock()
defer mappingsM.RUnlock()
if _, ok := gamepadButtonMappings[id]; ok {
return true
}
if _, ok := gamepadAxisMappings[id]; ok {
return true
}
return false
}
type GamepadState interface {
Axis(index int) float64
Button(index int) bool
Hat(index int) int
}
func AxisValue(id string, axis driver.StandardGamepadAxis, state GamepadState) float64 {
mappingsM.RLock()
defer mappingsM.RUnlock()
mappings, ok := gamepadAxisMappings[id]
if !ok {
return 0
}
switch m := mappings[axis]; m.Type {
case mappingTypeAxis:
v := state.Axis(m.Index)*float64(m.AxisScale) + float64(m.AxisOffset)
if v > 1 {
return 1
} else if v < -1 {
return -1
}
return v
case mappingTypeButton:
if state.Button(m.Index) {
return 1
} else {
return -1
}
case mappingTypeHat:
if state.Hat(m.Index)&m.HatState != 0 {
return 1
} else {
return -1
}
}
return 0
}
func IsButtonPressed(id string, button driver.StandardGamepadButton, state GamepadState) bool {
mappingsM.RLock()
defer mappingsM.RUnlock()
mappings, ok := gamepadButtonMappings[id]
if !ok {
return false
}
switch m := mappings[button]; m.Type {
case mappingTypeAxis:
v := state.Axis(m.Index)*float64(m.AxisScale) + float64(m.AxisOffset)
if m.AxisOffset < 0 || m.AxisOffset == 0 && m.AxisScale > 0 {
return v >= 0
} else {
return v <= 0
}
case mappingTypeButton:
return state.Button(m.Index)
case mappingTypeHat:
return state.Hat(m.Index)&m.HatState != 0
}
return false
}
// Update adds new gamepad mappings.
// The string must be in the format of SDL_GameControllerDB.
func Update(mapping []byte) (bool, error) {
if currentPlatform == platformUnknown {
return false, nil
}
// TODO: Implement this (#1557)
if currentPlatform == platformAndroid || currentPlatform == platformIOS {
// Note: NOT returning an error, as mappings also do not matter right now.
return false, nil
}
mappingsM.Lock()
defer mappingsM.Unlock()
buf := bytes.NewBuffer(mapping)
r := bufio.NewReader(buf)
for {
line, err := r.ReadString('\n')
if err != nil && err != io.EOF {
return false, err
}
if err := processLine(line, currentPlatform); err != nil {
return false, err
}
if err == io.EOF {
break
}
}
return true, nil
}

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@ -0,0 +1,20 @@
// Copyright 2021 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 darwin && ios
// +build darwin,ios
package gamepaddb
const isIOS = true

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@ -0,0 +1,20 @@
// Copyright 2021 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 !darwin || !ios
// +build !darwin !ios
package gamepaddb
const isIOS = false

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@ -24,8 +24,6 @@ import (
type (
Action int
ErrorCode int
GamepadAxis int
GamepadButton int
Hint int
InputMode int
Joystick int
@ -169,30 +167,3 @@ const (
HatLeftUp = HatLeft | HatUp
HatLeftDown = HatLeft | HatDown
)
const (
AxisLeftX = GamepadAxis(0)
AxisLeftY = GamepadAxis(1)
AxisRightX = GamepadAxis(2)
AxisRightY = GamepadAxis(3)
AxisLeftTrigger = GamepadAxis(4)
AxisRightTrigger = GamepadAxis(5)
)
const (
ButtonA = GamepadButton(0)
ButtonB = GamepadButton(1)
ButtonX = GamepadButton(2)
ButtonY = GamepadButton(3)
ButtonLeftBumper = GamepadButton(4)
ButtonRightBumper = GamepadButton(5)
ButtonBack = GamepadButton(6)
ButtonStart = GamepadButton(7)
ButtonGuide = GamepadButton(8)
ButtonLeftThumb = GamepadButton(9)
ButtonRightThumb = GamepadButton(10)
ButtonDpadUp = GamepadButton(11)
ButtonDpadRight = GamepadButton(12)
ButtonDpadDown = GamepadButton(13)
ButtonDpadLeft = GamepadButton(14)
)

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@ -289,19 +289,6 @@ func (j Joystick) GetHats() []JoystickHatState {
return hats
}
func (j Joystick) GetGamepadState() *GamepadState {
s := glfw.Joystick(j).GetGamepadState()
if s == nil {
return nil
}
state := &GamepadState{}
for i, b := range s.Buttons {
state.Buttons[i] = Action(b)
}
copy(state.Axes[:], s.Axes[:])
return state
}
func GetMonitors() []*Monitor {
ms := []*Monitor{}
for _, m := range glfw.GetMonitors() {
@ -360,10 +347,6 @@ func Terminate() {
glfw.Terminate()
}
func UpdateGamepadMappings(mapping string) bool {
return glfw.UpdateGamepadMappings(mapping)
}
func WaitEvents() {
glfw.WaitEvents()
}

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@ -435,25 +435,6 @@ func (j Joystick) GetHats() []JoystickHatState {
return hats
}
func (j Joystick) GetGamepadState() *GamepadState {
var s struct {
Buttons [15]uint8
Axes [6]float32
}
r := glfwDLL.call("glfwGetGamepadState", uintptr(j), uintptr(unsafe.Pointer(&s)))
panicError()
if r != True {
return nil
}
state := &GamepadState{}
for i, b := range s.Buttons {
state.Buttons[i] = Action(b)
}
copy(state.Axes[:], s.Axes[:])
return state
}
func GetMonitors() []*Monitor {
var l int32
ptr := glfwDLL.call("glfwGetMonitors", uintptr(unsafe.Pointer(&l)))
@ -551,14 +532,6 @@ func Terminate() {
}
}
func UpdateGamepadMappings(mapping string) bool {
m := append([]byte(mapping), 0)
defer runtime.KeepAlive(m)
r := glfwDLL.call("glfwUpdateGamepadMappings", uintptr(unsafe.Pointer(&m[0])))
panicError()
return byte(r) == True
}
func WaitEvents() {
glfwDLL.call("glfwWaitEvents")
panicError()

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@ -33,8 +33,3 @@ type VidMode struct {
BlueBits int
RefreshRate int
}
type GamepadState struct {
Buttons [15]Action
Axes [6]float32
}

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@ -23,12 +23,12 @@
package glfw
import (
"fmt"
"math"
"sync"
"unicode"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
"github.com/hajimehoshi/ebiten/v2/internal/glfw"
)
@ -40,7 +40,8 @@ type gamepad struct {
axes [16]float64
buttonNum int
buttonPressed [256]bool
state *glfw.GamepadState
hatsNum int
hats [16]int
}
type Input struct {
@ -319,12 +320,6 @@ func (i *Input) update(window *glfw.Window, context driver.UIContext) {
continue
}
i.gamepads[id].state = id.GetGamepadState()
// Note that GLFW's gamepad GUID follows SDL's GUID.
i.gamepads[id].guid = id.GetGUID()
i.gamepads[id].name = id.GetName()
buttons := id.GetButtons()
// A gamepad can be detected even though there are not. Apparently, some special devices are
@ -354,6 +349,20 @@ func (i *Input) update(window *glfw.Window, context driver.UIContext) {
}
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()
}
}
@ -365,7 +374,7 @@ func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
return false
}
g := i.gamepads[int(id)]
return g.state != nil
return gamepaddb.HasStandardLayoutMapping(g.guid)
}
func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
@ -376,10 +385,7 @@ func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.Standa
return 0
}
g := i.gamepads[int(id)]
if g.state == nil {
return 0
}
return float64(g.state.Axes[standardAxisToGLFWAxis(axis)])
return gamepaddb.AxisValue(g.guid, axis, gamepadState{&g})
}
func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
@ -390,89 +396,37 @@ func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button drive
return false
}
g := i.gamepads[int(id)]
if g.state == nil {
return false
}
switch button {
case driver.StandardGamepadButtonFrontBottomLeft:
return g.state.Axes[glfw.AxisLeftTrigger] > 0
case driver.StandardGamepadButtonFrontBottomRight:
return g.state.Axes[glfw.AxisRightTrigger] > 0
}
return g.state.Buttons[standardButtonToGLFWButton(button)] == glfw.Press
return gamepaddb.IsButtonPressed(g.guid, button, gamepadState{&g})
}
func standardAxisToGLFWAxis(axis driver.StandardGamepadAxis) glfw.GamepadAxis {
switch axis {
case driver.StandardGamepadAxisLeftStickHorizontal:
return glfw.AxisLeftX
case driver.StandardGamepadAxisLeftStickVertical:
return glfw.AxisLeftY
case driver.StandardGamepadAxisRightStickHorizontal:
return glfw.AxisRightX
case driver.StandardGamepadAxisRightStickVertical:
return glfw.AxisRightY
default:
panic(fmt.Sprintf("glfw: invalid or inconvertible StandardGamepadAxis: %d", axis))
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")
}
}
func standardButtonToGLFWButton(button driver.StandardGamepadButton) glfw.GamepadButton {
switch button {
case driver.StandardGamepadButtonRightBottom:
return glfw.ButtonA
case driver.StandardGamepadButtonRightRight:
return glfw.ButtonB
case driver.StandardGamepadButtonRightLeft:
return glfw.ButtonX
case driver.StandardGamepadButtonRightTop:
return glfw.ButtonY
case driver.StandardGamepadButtonFrontTopLeft:
return glfw.ButtonLeftBumper
case driver.StandardGamepadButtonFrontTopRight:
return glfw.ButtonRightBumper
case driver.StandardGamepadButtonCenterLeft:
return glfw.ButtonBack
case driver.StandardGamepadButtonCenterRight:
return glfw.ButtonStart
case driver.StandardGamepadButtonLeftStick:
return glfw.ButtonLeftThumb
case driver.StandardGamepadButtonRightStick:
return glfw.ButtonRightThumb
case driver.StandardGamepadButtonLeftTop:
return glfw.ButtonDpadUp
case driver.StandardGamepadButtonLeftBottom:
return glfw.ButtonDpadDown
case driver.StandardGamepadButtonLeftLeft:
return glfw.ButtonDpadLeft
case driver.StandardGamepadButtonLeftRight:
return glfw.ButtonDpadRight
case driver.StandardGamepadButtonCenterCenter:
return glfw.ButtonGuide
default:
panic(fmt.Sprintf("glfw: invalid or inconvertible StandardGamepadButton: %d", button))
}
type gamepadState struct {
g *gamepad
}
// UpdateStandardGamepadLayoutMappings can be used to provide new gamepad mappings to Ebiten.
// The string must be in the format of SDL_GameControllerDB.
func (i *Input) UpdateStandardGamepadLayoutMappings(mapping string) (bool, error) {
var err error
if i.ui.isRunning() {
err = i.ui.t.Call(func() error {
return i.updateStandardGamepadLayoutMappings(mapping)
})
} else {
err = i.updateStandardGamepadLayoutMappings(mapping)
}
return err == nil, err
func (s gamepadState) Axis(index int) float64 {
return s.g.axes[index]
}
func (i *Input) updateStandardGamepadLayoutMappings(mapping string) error {
if !glfw.UpdateGamepadMappings(mapping) {
// Would be nice if we could actually get the error string.
// However, go-gl currently does not provide it in any way.
return fmt.Errorf("glfw: could not parse or update gamepad mappings")
func (s gamepadState) Button(index int) bool {
return s.g.buttonPressed[index]
}
return nil
func (s gamepadState) Hat(index int) int {
return s.g.hats[index]
}

View File

@ -172,10 +172,6 @@ func initialize() error {
return err
}
if !glfw.UpdateGamepadMappings(string(gamecontrollerdbTxt)) {
return fmt.Errorf("glfw: UpdateGamepadMappings failed")
}
glfw.WindowHint(glfw.Visible, glfw.False)
glfw.WindowHint(glfw.ClientAPI, glfw.NoAPI)

View File

@ -496,9 +496,3 @@ func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button drive
}
return g.standardButtonPressed[button]
}
// UpdateStandardGamepadLayoutMappings is not supported for JS - the browser maintains the mappings.
func (i *Input) UpdateStandardGamepadLayoutMappings(mapping string) (bool, error) {
// All OK - browser owns this though.
return false, nil
}

View File

@ -147,13 +147,6 @@ func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.Standa
return 0
}
// UpdateStandardGamepadLayoutMappings is not supported on mobile - this still needs to be implemented.
func (i *Input) UpdateStandardGamepadLayoutMappings(mapping string) (bool, error) {
// TODO: Implement this (#1557)
// Note: NOT returning an error, as mappings also do not matter right now (all functions above return nothing is pressed anyway).
return false, nil
}
func (i *Input) AppendTouchIDs(touchIDs []driver.TouchID) []driver.TouchID {
i.ui.m.RLock()
defer i.ui.m.RUnlock()