// 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 nintendosdk // +build nintendosdk package gamepad import ( "time" "github.com/hajimehoshi/ebiten/v2/internal/gamepaddb" "github.com/hajimehoshi/ebiten/v2/internal/nintendosdk" ) type nativeGamepadsImpl struct { gamepads []nintendosdk.Gamepad ids map[int]struct{} } func newNativeGamepadsImpl() nativeGamepads { return &nativeGamepadsImpl{} } func (*nativeGamepadsImpl) init(gamepads *gamepads) error { return nil } func (g *nativeGamepadsImpl) update(gamepads *gamepads) error { g.gamepads = g.gamepads[:0] g.gamepads = nintendosdk.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.native.(*nativeGamepadImpl).id == gp.ID }) if gamepad == nil { gamepad = gamepads.add("", "") gamepad.native = &nativeGamepadImpl{ id: gp.ID, standard: gp.Standard, axisValues: make([]float64, gp.AxisCount), buttonPressed: make([]bool, gp.ButtonCount), buttonValues: make([]float64, gp.ButtonCount), } } gamepad.m.Lock() n := gamepad.native.(*nativeGamepadImpl) copy(n.axisValues, gp.AxisValues[:]) copy(n.buttonValues, gp.ButtonValues[:]) copy(n.buttonPressed, gp.ButtonPressed[:]) gamepad.m.Unlock() } // Remove an unused gamepads. gamepads.remove(func(gamepad *Gamepad) bool { _, ok := g.ids[gamepad.native.(*nativeGamepadImpl).id] return !ok }) return nil } type nativeGamepadImpl struct { id int standard bool axisValues []float64 buttonPressed []bool buttonValues []float64 } func (*nativeGamepadImpl) update(gamepad *gamepads) error { return nil } func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool { return g.standard } func (g *nativeGamepadImpl) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool { // TODO: Implement this on the C side. return axis >= 0 && int(axis) < len(g.axisValues) } func (g *nativeGamepadImpl) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool { // TODO: Implement this on the C side. return button >= 0 && int(button) < len(g.buttonValues) } func (g *nativeGamepadImpl) axisCount() int { return len(g.axisValues) } func (g *nativeGamepadImpl) buttonCount() int { return len(g.buttonValues) } func (g *nativeGamepadImpl) hatCount() int { return 0 } func (g *nativeGamepadImpl) axisValue(axis int) float64 { if axis < 0 || axis >= len(g.axisValues) { return 0 } return g.axisValues[axis] } func (g *nativeGamepadImpl) isButtonPressed(button int) bool { if button < 0 || button >= len(g.buttonPressed) { return false } return g.buttonPressed[button] } func (g *nativeGamepadImpl) buttonValue(button int) float64 { if button < 0 || button >= len(g.buttonValues) { return 0 } return g.buttonValues[button] } func (*nativeGamepadImpl) hatState(hat int) int { return hatCentered } func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) { nintendosdk.VibrateGamepad(g.id, duration, strongMagnitude, weakMagnitude) }