// 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. // To update the database file, run: // // 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 } 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"): var tilda bool 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 buttonMappings(id string) map[driver.StandardGamepadButton]*mapping { if m, ok := gamepadButtonMappings[id]; ok { return m } if currentPlatform == platformAndroid { // If the gamepad is not an HID API, use the default mapping on Android. if id[14] != 'h' { if addAndroidDefaultMappings(id) { return gamepadButtonMappings[id] } } } return nil } func axisMappings(id string) map[driver.StandardGamepadAxis]*mapping { if m, ok := gamepadAxisMappings[id]; ok { return m } if currentPlatform == platformAndroid { // If the gamepad is not an HID API, use the default mapping on Android. if id[14] != 'h' { if addAndroidDefaultMappings(id) { return gamepadAxisMappings[id] } } } return nil } func HasStandardLayoutMapping(id string) bool { mappingsM.RLock() defer mappingsM.RUnlock() return buttonMappings(id) != nil || axisMappings(id) != nil } 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 := axisMappings(id) if mappings == nil { return 0 } mapping := mappings[axis] if mapping == nil { return 0 } switch mapping.Type { case mappingTypeAxis: v := state.Axis(mapping.Index)*float64(mapping.AxisScale) + float64(mapping.AxisOffset) if v > 1 { return 1 } else if v < -1 { return -1 } return v case mappingTypeButton: if state.Button(mapping.Index) { return 1 } else { return -1 } case mappingTypeHat: if state.Hat(mapping.Index)&mapping.HatState != 0 { return 1 } else { return -1 } } return 0 } func ButtonValue(id string, button driver.StandardGamepadButton, state GamepadState) float64 { mappingsM.RLock() defer mappingsM.RUnlock() return buttonValue(id, button, state) } func buttonValue(id string, button driver.StandardGamepadButton, state GamepadState) float64 { mappings := buttonMappings(id) if mappings == nil { return 0 } mapping := mappings[button] if mapping == nil { return 0 } switch mapping.Type { case mappingTypeAxis: v := state.Axis(mapping.Index)*float64(mapping.AxisScale) + float64(mapping.AxisOffset) if v > 1 { v = 1 } else if v < -1 { v = -1 } // Adjust [-1, 1] to [0, 1] return (v + 1) / 2 case mappingTypeButton: if state.Button(mapping.Index) { return 1 } return 0 case mappingTypeHat: if state.Hat(mapping.Index)&mapping.HatState != 0 { return 1 } return 0 } return 0 } func IsButtonPressed(id string, button driver.StandardGamepadButton, state GamepadState) bool { // Use XInput's trigger dead zone. // See https://source.chromium.org/chromium/chromium/src/+/main:device/gamepad/public/cpp/gamepad.h;l=22-23;drc=6997f8a177359bb99598988ed5e900841984d242 const threshold = 30.0 / 255.0 mappingsM.RLock() defer mappingsM.RUnlock() mappings, ok := gamepadButtonMappings[id] if !ok { return false } mapping := mappings[button] if mapping == nil { return false } switch mapping.Type { case mappingTypeAxis: v := buttonValue(id, button, state) return v > threshold case mappingTypeButton: return state.Button(mapping.Index) case mappingTypeHat: return state.Hat(mapping.Index)&mapping.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 } 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 } func addAndroidDefaultMappings(id string) bool { // See https://github.com/libsdl-org/SDL/blob/120c76c84bbce4c1bfed4e9eb74e10678bd83120/include/SDL_gamecontroller.h#L655-L680 const ( SDLControllerButtonA = 0 SDLControllerButtonB = 1 SDLControllerButtonX = 2 SDLControllerButtonY = 3 SDLControllerButtonBack = 4 SDLControllerButtonGuide = 5 SDLControllerButtonStart = 6 SDLControllerButtonLeftStick = 7 SDLControllerButtonRightStick = 8 SDLControllerButtonLeftShoulder = 9 SDLControllerButtonRightShoulder = 10 SDLControllerButtonDpadUp = 11 SDLControllerButtonDpadDown = 12 SDLControllerButtonDpadLeft = 13 SDLControllerButtonDpadRight = 14 ) // See https://github.com/libsdl-org/SDL/blob/120c76c84bbce4c1bfed4e9eb74e10678bd83120/include/SDL_gamecontroller.h#L550-L560 const ( SDLControllerAxisLeftX = 0 SDLControllerAxisLeftY = 1 SDLControllerAxisRightX = 2 SDLControllerAxisRightY = 3 SDLControllerAxisTriggerLeft = 4 SDLControllerAxisTriggerRight = 5 ) // See https://github.com/libsdl-org/SDL/blob/120c76c84bbce4c1bfed4e9eb74e10678bd83120/src/joystick/SDL_gamecontroller.c#L468-L568 const faceButtonMask = ((1 << SDLControllerButtonA) | (1 << SDLControllerButtonB) | (1 << SDLControllerButtonX) | (1 << SDLControllerButtonY)) buttonMask := uint16(id[12]) | (uint16(id[13]) << 8) axisMask := uint16(id[14]) | (uint16(id[15]) << 8) if buttonMask == 0 && axisMask == 0 { return false } if buttonMask&faceButtonMask == 0 { return false } gamepadButtonMappings[id] = map[driver.StandardGamepadButton]*mapping{} if buttonMask&(1<= 30, add this code: // // gamepadButtonMappings[id][driver.StandardGamepadButtonCenterCenter] = &mapping{ // Type: mappingTypeButton, // Index: SDLControllerButtonGuide, // } } if buttonMask&(1<