// 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/mdqinc/SDL_GameControllerDB. // To update the database file, run: // // curl --location --remote-name https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/master/gamecontrollerdb.txt package gamepaddb import ( "bufio" "bytes" _ "embed" "encoding/hex" "fmt" "runtime" "strconv" "strings" "sync" ) //go:embed gamecontrollerdb.txt var gamecontrollerdb_txt []byte 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 runtime.GOOS == "ios" { 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(gamecontrollerdb_txt); 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 float64 AxisOffset float64 HatState int } var ( gamepadNames = map[string]string{} gamepadButtonMappings = map[string]map[StandardButton]mapping{} gamepadAxisMappings = map[string]map[StandardAxis]mapping{} mappingsM sync.RWMutex ) func parseLine(line string, platform platform) (id string, name string, buttons map[StandardButton]mapping, axes map[StandardAxis]mapping, err error) { line = strings.TrimSpace(line) if len(line) == 0 { return "", "", nil, nil, nil } if line[0] == '#' { return "", "", nil, nil, nil } tokens := strings.Split(line, ",") if len(tokens) < 2 { return "", "", nil, nil, fmt.Errorf("gamepaddb: syntax error") } for _, token := range tokens[2:] { if len(token) == 0 { continue } tks := strings.Split(token, ":") if len(tks) < 2 { return "", "", nil, nil, fmt.Errorf("gamepaddb: syntax error") } // Note that the platform part is listed in the definition of SDL_GetPlatform. if tks[0] == "platform" { switch tks[1] { case "Windows": if platform != platformWindows { return "", "", nil, nil, nil } case "Mac OS X": if platform != platformMacOS { return "", "", nil, nil, nil } case "Linux": if platform != platformUnix { return "", "", nil, nil, nil } case "Android": if platform != platformAndroid { return "", "", nil, nil, nil } case "iOS": if platform != platformIOS { return "", "", nil, nil, nil } case "": // Allow any platforms default: return "", "", nil, nil, fmt.Errorf("gamepaddb: unexpected platform: %s", tks[1]) } continue } gb, err := parseMappingElement(tks[1]) if err != nil { return "", "", nil, nil, err } if b, ok := toStandardGamepadButton(tks[0]); ok { if buttons == nil { buttons = map[StandardButton]mapping{} } buttons[b] = gb continue } if a, ok := toStandardGamepadAxis(tks[0]); ok { if axes == nil { axes = map[StandardAxis]mapping{} } axes[a] = gb continue } // The buttons like "misc1" are ignored so far. // There is no corresponding button in the Web standard gamepad layout. } return tokens[0], tokens[1], buttons, axes, 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 := -1.0 max := 1.0 numstr := str[1:] if str[0] == '+' { numstr = str[2:] // Only use the positive half, i.e. 0..1. min = 0 } else if str[0] == '-' { numstr = str[2:] // Only use the negative half, i.e. -1..0, // but invert the sense so 0 does not "press" buttons. // // In other words, this is the same as '+' but with the input axis // value reversed. // // See SDL's source: // https://github.com/libsdl-org/SDL/blob/f398d8a42422c049d77c744658f1cd2bb011ed4a/src/joystick/SDL_gamecontroller.c#L960 min, max = 0, min } // Map min..max to -1..+1. // // See SDL's source: // https://github.com/libsdl-org/SDL/blob/f398d8a42422c049d77c744658f1cd2bb011ed4a/src/joystick/SDL_gamecontroller.c#L276 // then simplify assuming output range -1..+1. // // Yields: scale := 2 / (max - min) offset := -(max + min) / (max - min) if tilda { scale = -scale offset = -offset } index, err := strconv.Atoi(numstr) if err != nil { return mapping{}, 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 mapping{}, err } return mapping{ Type: mappingTypeButton, Index: index, }, nil case str[0] == 'h': tokens := strings.Split(str[1:], ".") if len(tokens) < 2 { return mapping{}, fmt.Errorf("gamepaddb: unexpected hat: %s", str) } index, err := strconv.Atoi(tokens[0]) if err != nil { return mapping{}, err } hat, err := strconv.Atoi(tokens[1]) if err != nil { return mapping{}, err } return mapping{ Type: mappingTypeHat, Index: index, HatState: hat, }, nil } return mapping{}, fmt.Errorf("gamepaddb: unepxected mapping: %s", str) } func toStandardGamepadButton(str string) (StandardButton, bool) { switch str { case "a": return StandardButtonRightBottom, true case "b": return StandardButtonRightRight, true case "x": return StandardButtonRightLeft, true case "y": return StandardButtonRightTop, true case "back": return StandardButtonCenterLeft, true case "start": return StandardButtonCenterRight, true case "guide": return StandardButtonCenterCenter, true case "leftshoulder": return StandardButtonFrontTopLeft, true case "rightshoulder": return StandardButtonFrontTopRight, true case "leftstick": return StandardButtonLeftStick, true case "rightstick": return StandardButtonRightStick, true case "dpup": return StandardButtonLeftTop, true case "dpright": return StandardButtonLeftRight, true case "dpdown": return StandardButtonLeftBottom, true case "dpleft": return StandardButtonLeftLeft, true case "lefttrigger": return StandardButtonFrontBottomLeft, true case "righttrigger": return StandardButtonFrontBottomRight, true default: return 0, false } } func toStandardGamepadAxis(str string) (StandardAxis, bool) { switch str { case "leftx": return StandardAxisLeftStickHorizontal, true case "lefty": return StandardAxisLeftStickVertical, true case "rightx": return StandardAxisRightStickHorizontal, true case "righty": return StandardAxisRightStickVertical, true default: return 0, false } } func buttonMappings(id string) map[StandardButton]mapping { if m, ok := gamepadButtonMappings[id]; ok { return m } if currentPlatform == platformAndroid { if addAndroidDefaultMappings(id) { return gamepadButtonMappings[id] } } return nil } func axisMappings(id string) map[StandardAxis]mapping { if m, ok := gamepadAxisMappings[id]; ok { return m } if currentPlatform == platformAndroid { 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 { IsAxisReady(index int) bool Axis(index int) float64 Button(index int) bool Hat(index int) int } func Name(id string) string { mappingsM.RLock() defer mappingsM.RUnlock() return gamepadNames[id] } func HasStandardAxis(id string, axis StandardAxis) bool { mappingsM.RLock() defer mappingsM.RUnlock() mappings := axisMappings(id) if mappings == nil { return false } _, ok := mappings[axis] return ok } func StandardAxisValue(id string, axis StandardAxis, state GamepadState) float64 { mappingsM.RLock() defer mappingsM.RUnlock() mappings := axisMappings(id) if mappings == nil { return 0 } mapping, ok := mappings[axis] if !ok { return 0 } switch mapping.Type { case mappingTypeAxis: if !state.IsAxisReady(mapping.Index) { return 0 } v := state.Axis(mapping.Index)*mapping.AxisScale + 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 HasStandardButton(id string, button StandardButton) bool { mappingsM.RLock() defer mappingsM.RUnlock() mappings := buttonMappings(id) if mappings == nil { return false } _, ok := mappings[button] return ok } func StandardButtonValue(id string, button StandardButton, state GamepadState) float64 { mappingsM.RLock() defer mappingsM.RUnlock() return standardButtonValue(id, button, state) } func standardButtonValue(id string, button StandardButton, state GamepadState) float64 { mappings := buttonMappings(id) if mappings == nil { return 0 } mapping, ok := mappings[button] if !ok { return 0 } switch mapping.Type { case mappingTypeAxis: if !state.IsAxisReady(mapping.Index) { return 0 } v := state.Axis(mapping.Index)*mapping.AxisScale + 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 } // ButtonPressedThreshold represents the value up to which a button counts as not yet pressed. // This has been set to match 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 // Note: should be used with >, not >=, comparisons. const ButtonPressedThreshold = 30.0 / 255.0 func IsStandardButtonPressed(id string, button StandardButton, state GamepadState) bool { mappingsM.RLock() defer mappingsM.RUnlock() mappings, ok := gamepadButtonMappings[id] if !ok { return false } mapping, ok := mappings[button] if !ok { return false } switch mapping.Type { case mappingTypeAxis: v := standardButtonValue(id, button, state) return v > ButtonPressedThreshold 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. // // Update works atomically. If an error happens, nothing is updated. func Update(mappingData []byte) error { mappingsM.Lock() defer mappingsM.Unlock() buf := bytes.NewBuffer(mappingData) s := bufio.NewScanner(buf) type parsedLine struct { id string name string buttons map[StandardButton]mapping axes map[StandardAxis]mapping } var lines []parsedLine for s.Scan() { line := s.Text() id, name, buttons, axes, err := parseLine(line, currentPlatform) if err != nil { return err } if id != "" { lines = append(lines, parsedLine{ id: id, name: name, buttons: buttons, axes: axes, }) } } if err := s.Err(); err != nil { return err } for _, l := range lines { gamepadNames[l.id] = l.name gamepadButtonMappings[l.id] = l.buttons gamepadAxisMappings[l.id] = l.axes } return nil } func addAndroidDefaultMappings(id string) bool { // 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)) idBytes, err := hex.DecodeString(id) if err != nil { return false } buttonMask := uint16(idBytes[12]) | (uint16(idBytes[13]) << 8) axisMask := uint16(idBytes[14]) | (uint16(idBytes[15]) << 8) if buttonMask == 0 && axisMask == 0 { return false } if buttonMask&faceButtonMask == 0 { return false } gamepadButtonMappings[id] = map[StandardButton]mapping{} gamepadAxisMappings[id] = map[StandardAxis]mapping{} // For mappings, see mobile/ebitenmobileview/input_android.go. if buttonMask&(1<= 30, add this code: // // gamepadButtonMappings[id][StandardButtonCenterCenter] = mapping{ // Type: mappingTypeButton, // Index: SDLControllerButtonGuide, // } } if buttonMask&(1<