// 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 !ios && !nintendosdk // +build !ios,!nintendosdk package gamepad import ( "errors" "fmt" "sort" "sync" "time" "unsafe" "github.com/hajimehoshi/ebiten/v2/internal/gamepaddb" ) // #cgo LDFLAGS: -framework CoreFoundation -framework IOKit // // #include // #include // // static CFStringRef cfStringRefIOHIDVendorIDKey() { // return CFSTR(kIOHIDVendorIDKey); // } // // static CFStringRef cfStringRefIOHIDProductIDKey() { // return CFSTR(kIOHIDProductIDKey); // } // // static CFStringRef cfStringRefIOHIDVersionNumberKey() { // return CFSTR(kIOHIDVersionNumberKey); // } // // static CFStringRef cfStringRefIOHIDProductKey() { // return CFSTR(kIOHIDProductKey); // } // // static CFStringRef cfStringRefIOHIDDeviceUsagePageKey() { // return CFSTR(kIOHIDDeviceUsagePageKey); // } // // static CFStringRef cfStringRefIOHIDDeviceUsageKey() { // return CFSTR(kIOHIDDeviceUsageKey); // } // // void ebitenGamepadMatchingCallback(void *ctx, IOReturn res, void *sender, IOHIDDeviceRef device); // void ebitenGamepadRemovalCallback(void *ctx, IOReturn res, void *sender, IOHIDDeviceRef device); import "C" type nativeGamepadsImpl struct { hidManager C.IOHIDManagerRef devicesToAdd []C.IOHIDDeviceRef devicesToRemove []C.IOHIDDeviceRef devicesM sync.Mutex } func newNativeGamepadsImpl() nativeGamepads { return &nativeGamepadsImpl{} } func (g *nativeGamepadsImpl) init(gamepads *gamepads) error { var dicts []C.CFDictionaryRef page := C.kHIDPage_GenericDesktop for _, usage := range []uint{ C.kHIDUsage_GD_Joystick, C.kHIDUsage_GD_GamePad, C.kHIDUsage_GD_MultiAxisController, } { pageRef := C.CFNumberCreate(C.kCFAllocatorDefault, C.kCFNumberIntType, unsafe.Pointer(&page)) if pageRef == 0 { return errors.New("gamepad: CFNumberCreate returned nil") } defer C.CFRelease(C.CFTypeRef(pageRef)) usageRef := C.CFNumberCreate(C.kCFAllocatorDefault, C.kCFNumberIntType, unsafe.Pointer(&usage)) if usageRef == 0 { return errors.New("gamepad: CFNumberCreate returned nil") } defer C.CFRelease(C.CFTypeRef(usageRef)) keys := []C.CFStringRef{ C.cfStringRefIOHIDDeviceUsagePageKey(), C.cfStringRefIOHIDDeviceUsageKey(), } values := []C.CFNumberRef{ pageRef, usageRef, } dict := C.CFDictionaryCreate(C.kCFAllocatorDefault, (*unsafe.Pointer)(unsafe.Pointer(&keys[0])), (*unsafe.Pointer)(unsafe.Pointer(&values[0])), C.CFIndex(len(keys)), &C.kCFTypeDictionaryKeyCallBacks, &C.kCFTypeDictionaryValueCallBacks) if dict == 0 { return errors.New("gamepad: CFDictionaryCreate returned nil") } defer C.CFRelease(C.CFTypeRef(dict)) dicts = append(dicts, dict) } matching := C.CFArrayCreate(C.kCFAllocatorDefault, (*unsafe.Pointer)(unsafe.Pointer(&dicts[0])), C.CFIndex(len(dicts)), &C.kCFTypeArrayCallBacks) if matching == 0 { return errors.New("gamepad: CFArrayCreateMutable returned nil") } defer C.CFRelease(C.CFTypeRef(matching)) g.hidManager = C.IOHIDManagerCreate(C.kCFAllocatorDefault, C.kIOHIDOptionsTypeNone) if C.IOHIDManagerOpen(g.hidManager, C.kIOHIDOptionsTypeNone) != C.kIOReturnSuccess { return errors.New("gamepad: IOHIDManagerOpen failed") } C.IOHIDManagerSetDeviceMatchingMultiple(g.hidManager, matching) C.IOHIDManagerRegisterDeviceMatchingCallback(g.hidManager, C.IOHIDDeviceCallback(C.ebitenGamepadMatchingCallback), nil) C.IOHIDManagerRegisterDeviceRemovalCallback(g.hidManager, C.IOHIDDeviceCallback(C.ebitenGamepadRemovalCallback), nil) C.IOHIDManagerScheduleWithRunLoop(g.hidManager, C.CFRunLoopGetMain(), C.kCFRunLoopDefaultMode) // Execute the run loop once in order to register any initially-attached gamepads. C.CFRunLoopRunInMode(C.kCFRunLoopDefaultMode, 0, 0 /* false */) return nil } //export ebitenGamepadMatchingCallback func ebitenGamepadMatchingCallback(ctx unsafe.Pointer, res C.IOReturn, sender unsafe.Pointer, device C.IOHIDDeviceRef) { 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) { n := theGamepads.native.(*nativeGamepadsImpl) n.devicesM.Lock() defer n.devicesM.Unlock() n.devicesToRemove = append(n.devicesToRemove, device) } 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.(*nativeGamepadImpl).device == device }) } g.devicesToAdd = g.devicesToAdd[:0] g.devicesToRemove = g.devicesToRemove[:0] return nil } func (g *nativeGamepadsImpl) addDevice(device C.IOHIDDeviceRef, gamepads *gamepads) { if gamepads.find(func(g *Gamepad) bool { return g.native.(*nativeGamepadImpl).device == device }) != nil { return } name := "Unknown" if prop := C.IOHIDDeviceGetProperty(device, C.cfStringRefIOHIDProductKey()); prop != 0 { var cstr [256]C.char C.CFStringGetCString(C.CFStringRef(prop), &cstr[0], C.CFIndex(len(cstr)), C.kCFStringEncodingUTF8) name = C.GoString(&cstr[0]) } var vendor uint32 if prop := C.IOHIDDeviceGetProperty(device, C.cfStringRefIOHIDVendorIDKey()); prop != 0 { C.CFNumberGetValue(C.CFNumberRef(prop), C.kCFNumberSInt32Type, unsafe.Pointer(&vendor)) } var product uint32 if prop := C.IOHIDDeviceGetProperty(device, C.cfStringRefIOHIDProductIDKey()); prop != 0 { C.CFNumberGetValue(C.CFNumberRef(prop), C.kCFNumberSInt32Type, unsafe.Pointer(&product)) } var version uint32 if prop := C.IOHIDDeviceGetProperty(device, C.cfStringRefIOHIDVersionNumberKey()); prop != 0 { C.CFNumberGetValue(C.CFNumberRef(prop), C.kCFNumberSInt32Type, unsafe.Pointer(&version)) } var sdlID string if vendor != 0 && product != 0 { sdlID = fmt.Sprintf("03000000%02x%02x0000%02x%02x0000%02x%02x0000", byte(vendor), byte(vendor>>8), byte(product), byte(product>>8), byte(version), byte(version>>8)) } else { bs := []byte(name) if len(bs) < 12 { bs = append(bs, make([]byte, 12-len(bs))...) } sdlID = fmt.Sprintf("05000000%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x", bs[0], bs[1], bs[2], bs[3], bs[4], bs[5], bs[6], bs[7], bs[8], bs[9], bs[10], bs[11]) } elements := C.IOHIDDeviceCopyMatchingElements(device, 0, C.kIOHIDOptionsTypeNone) defer C.CFRelease(C.CFTypeRef(elements)) n := &nativeGamepadImpl{ device: device, } gp := gamepads.add(name, sdlID) gp.native = n for i := C.CFIndex(0); i < C.CFArrayGetCount(elements); i++ { native := (C.IOHIDElementRef)(C.CFArrayGetValueAtIndex(elements, i)) if C.CFGetTypeID(C.CFTypeRef(native)) != C.IOHIDElementGetTypeID() { continue } typ := C.IOHIDElementGetType(native) if typ != C.kIOHIDElementTypeInput_Axis && typ != C.kIOHIDElementTypeInput_Button && typ != C.kIOHIDElementTypeInput_Misc { continue } usage := C.IOHIDElementGetUsage(native) page := C.IOHIDElementGetUsagePage(native) switch page { case C.kHIDPage_GenericDesktop: switch usage { 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: n.axes = append(n.axes, element{ native: native, usage: int(usage), index: len(n.axes), minimum: int(C.IOHIDElementGetLogicalMin(native)), maximum: int(C.IOHIDElementGetLogicalMax(native)), }) case C.kHIDUsage_GD_Hatswitch: n.hats = append(n.hats, element{ native: native, usage: int(usage), 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: n.buttons = append(n.buttons, element{ native: native, usage: int(usage), index: len(n.buttons), minimum: int(C.IOHIDElementGetLogicalMin(native)), maximum: int(C.IOHIDElementGetLogicalMax(native)), }) } 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: n.axes = append(n.axes, element{ native: native, usage: int(usage), index: len(n.axes), minimum: int(C.IOHIDElementGetLogicalMin(native)), maximum: int(C.IOHIDElementGetLogicalMax(native)), }) } case C.kHIDPage_Button, C.kHIDPage_Consumer: n.buttons = append(n.buttons, element{ native: native, usage: int(usage), index: len(n.buttons), minimum: int(C.IOHIDElementGetLogicalMin(native)), maximum: int(C.IOHIDElementGetLogicalMax(native)), }) } } sort.Stable(n.axes) sort.Stable(n.buttons) sort.Stable(n.hats) } type element struct { native C.IOHIDElementRef usage int index int minimum int maximum int } type elements []element func (e elements) Len() int { return len(e) } func (e elements) Less(i, j int) bool { if e[i].usage != e[j].usage { return e[i].usage < e[j].usage } if e[i].index != e[j].index { return e[i].index < e[j].index } return false } func (e elements) Swap(i, j int) { e[i], e[j] = e[j], e[i] } type nativeGamepadImpl struct { device C.IOHIDDeviceRef axes elements buttons elements hats elements axisValues []float64 buttonValues []bool hatValues []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)) } return 0 } func (g *nativeGamepadImpl) update(gamepads *gamepads) error { if cap(g.axisValues) < len(g.axes) { g.axisValues = make([]float64, len(g.axes)) } g.axisValues = g.axisValues[:len(g.axes)] if cap(g.buttonValues) < len(g.buttons) { g.buttonValues = make([]bool, len(g.buttons)) } g.buttonValues = g.buttonValues[:len(g.buttons)] if cap(g.hatValues) < len(g.hats) { g.hatValues = make([]int, len(g.hats)) } g.hatValues = g.hatValues[:len(g.hats)] for i, a := range g.axes { raw := g.elementValue(&a) if raw < a.minimum { a.minimum = raw } if raw > a.maximum { a.maximum = raw } var value float64 if size := a.maximum - a.minimum; size != 0 { value = 2*float64(raw-a.minimum)/float64(size) - 1 } g.axisValues[i] = value } for i, b := range g.buttons { g.buttonValues[i] = (g.elementValue(&b) - b.minimum) > 0 } hatStates := []int{ hatUp, hatRightUp, hatRight, hatRightDown, hatDown, hatLeftDown, hatLeft, hatLeftUp, } for i, h := range g.hats { if state := g.elementValue(&h) - h.minimum; state < 0 || state >= len(hatStates) { g.hatValues[i] = hatCentered } else { g.hatValues[i] = hatStates[state] } } return nil } func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool { return false } func (g *nativeGamepadImpl) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool { return false } func (g *nativeGamepadImpl) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool { return false } func (g *nativeGamepadImpl) axisCount() int { return len(g.axisValues) } func (g *nativeGamepadImpl) buttonCount() int { return len(g.buttonValues) } func (g *nativeGamepadImpl) hatCount() int { return len(g.hatValues) } func (g *nativeGamepadImpl) axisValue(axis int) float64 { if axis < 0 || axis >= len(g.axisValues) { return 0 } return g.axisValues[axis] } func (g *nativeGamepadImpl) buttonValue(button int) float64 { panic("gamepad: buttonValue is not implemented") } func (g *nativeGamepadImpl) isButtonPressed(button int) bool { if button < 0 || button >= len(g.buttonValues) { return false } return g.buttonValues[button] } func (g *nativeGamepadImpl) hatState(hat int) int { if hat < 0 || hat >= len(g.hatValues) { return hatCentered } return g.hatValues[hat] } func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) { // TODO: Implement this (#1452) }