// 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) }