// 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. package gamepad import ( "sync" "time" "github.com/hajimehoshi/ebiten/v2/internal/gamepaddb" ) type ID int const ( hatCentered = 0 hatUp = 1 hatRight = 2 hatDown = 4 hatLeft = 8 hatRightUp = hatRight | hatUp hatRightDown = hatRight | hatDown hatLeftUp = hatLeft | hatUp hatLeftDown = hatLeft | hatDown ) type gamepads struct { inited bool gamepads []*Gamepad m sync.Mutex native nativeGamepads } var theGamepads gamepads // AppendGamepadIDs is concurrent-safe. func AppendGamepadIDs(ids []ID) []ID { return theGamepads.appendGamepadIDs(ids) } // Update is concurrent-safe. func Update() error { return theGamepads.update() } // Get is concurrent-safe. func Get(id ID) *Gamepad { return theGamepads.get(id) } func SetNativeWindow(nativeWindow uintptr) { theGamepads.setNativeWindow(nativeWindow) } func (g *gamepads) appendGamepadIDs(ids []ID) []ID { g.m.Lock() defer g.m.Unlock() for i, gp := range g.gamepads { if gp != nil { ids = append(ids, ID(i)) } } return ids } func (g *gamepads) update() error { g.m.Lock() defer g.m.Unlock() if !g.inited { if err := g.native.init(g); err != nil { return err } g.inited = true } if err := g.native.update(g); err != nil { return err } // A gamepad can be detected even though there are not. Apparently, some special devices are // recognized as gamepads by OSes. In this case, the number of the 'buttons' can exceeds the // maximum. Skip such devices as a tentative solution (#1173, #2039). g.remove(func(gamepad *Gamepad) bool { return gamepad.ButtonCount() > ButtonNum }) for _, gp := range g.gamepads { if gp == nil { continue } if err := gp.update(g); err != nil { return err } } return nil } func (g *gamepads) get(id ID) *Gamepad { g.m.Lock() defer g.m.Unlock() if id < 0 || int(id) >= len(g.gamepads) { return nil } return g.gamepads[id] } func (g *gamepads) find(cond func(*Gamepad) bool) *Gamepad { for _, gp := range g.gamepads { if gp == nil { continue } if cond(gp) { return gp } } return nil } func (g *gamepads) add(name, sdlID string) *Gamepad { for i, gp := range g.gamepads { if gp == nil { gp := &Gamepad{ name: name, sdlID: sdlID, } g.gamepads[i] = gp return gp } } gp := &Gamepad{ name: name, sdlID: sdlID, } g.gamepads = append(g.gamepads, gp) return gp } func (g *gamepads) remove(cond func(*Gamepad) bool) { for i, gp := range g.gamepads { if gp == nil { continue } if cond(gp) { g.gamepads[i] = nil } } } func (g *gamepads) setNativeWindow(nativeWindow uintptr) { g.m.Lock() defer g.m.Unlock() var n interface{} = &g.native if n, ok := n.(interface{ setNativeWindow(uintptr) }); ok { n.setNativeWindow(nativeWindow) } } type Gamepad struct { name string sdlID string m sync.Mutex native nativeGamepad } func (g *Gamepad) update(gamepads *gamepads) error { g.m.Lock() defer g.m.Unlock() return g.native.update(gamepads) } // Name is concurrent-safe. func (g *Gamepad) Name() string { // This is immutable and doesn't have to be protected by a mutex. if name := gamepaddb.Name(g.sdlID); name != "" { return name } return g.name } // SDLID is concurrent-safe. func (g *Gamepad) SDLID() string { // This is immutable and doesn't have to be protected by a mutex. return g.sdlID } // AxisCount is concurrent-safe. func (g *Gamepad) AxisCount() int { g.m.Lock() defer g.m.Unlock() return g.native.axisCount() } // ButtonCount is concurrent-safe. func (g *Gamepad) ButtonCount() int { g.m.Lock() defer g.m.Unlock() return g.native.buttonCount() } // HatCount is concurrent-safe. func (g *Gamepad) HatCount() int { g.m.Lock() defer g.m.Unlock() return g.native.hatCount() } // Axis is concurrent-safe. func (g *Gamepad) Axis(axis int) float64 { g.m.Lock() defer g.m.Unlock() return g.native.axisValue(axis) } // Button is concurrent-safe. func (g *Gamepad) Button(button int) bool { g.m.Lock() defer g.m.Unlock() return g.native.isButtonPressed(button) } // Hat is concurrent-safe. func (g *Gamepad) Hat(hat int) int { g.m.Lock() defer g.m.Unlock() return g.native.hatState(hat) } // IsStandardLayoutAvailable is concurrent-safe. func (g *Gamepad) IsStandardLayoutAvailable() bool { g.m.Lock() defer g.m.Unlock() if gamepaddb.HasStandardLayoutMapping(g.sdlID) { return true } return g.native.hasOwnStandardLayoutMapping() } // StandardAxisValue is concurrent-safe. func (g *Gamepad) StandardAxisValue(axis gamepaddb.StandardAxis) float64 { if gamepaddb.HasStandardLayoutMapping(g.sdlID) { return gamepaddb.AxisValue(g.sdlID, axis, g) } if g.native.hasOwnStandardLayoutMapping() { return g.native.axisValue(int(axis)) } return 0 } // StandardButtonValue is concurrent-safe. func (g *Gamepad) StandardButtonValue(button gamepaddb.StandardButton) float64 { if gamepaddb.HasStandardLayoutMapping(g.sdlID) { return gamepaddb.ButtonValue(g.sdlID, button, g) } if g.native.hasOwnStandardLayoutMapping() { return g.native.buttonValue(int(button)) } return 0 } // IsStandardButtonPressed is concurrent-safe. func (g *Gamepad) IsStandardButtonPressed(button gamepaddb.StandardButton) bool { if gamepaddb.HasStandardLayoutMapping(g.sdlID) { return gamepaddb.IsButtonPressed(g.sdlID, button, g) } if g.native.hasOwnStandardLayoutMapping() { return g.native.isButtonPressed(int(button)) } return false } // Vibrate is concurrent-safe. func (g *Gamepad) Vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) { g.m.Lock() defer g.m.Unlock() g.native.vibrate(duration, strongMagnitude, weakMagnitude) }