ebiten/internal/gamepad/gamepad_desktop_windows.go
divVerent 809ad991c2
internal/gamepad: refactor standard layout support to allow remapping in the per-platform implementations. (#2588)
Refactors native standard layout so standard axes and buttons can be implemented using any of axes, buttons or hats.

This is required to be able to implement a native standard layout mapping for Linux, as e.g. shoulder buttons can be
backed either by an analog or digital input.

Precedes #2587

Updates #2052
2023-03-03 23:29:04 +09:00

796 lines
23 KiB
Go

// 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
package gamepad
import (
"errors"
"fmt"
"sort"
"strings"
"sync/atomic"
"syscall"
"time"
"unsafe"
"golang.org/x/sys/windows"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
)
type dinputObjectType int
const (
dinputObjectTypeAxis dinputObjectType = iota
dinputObjectTypeSlider
dinputObjectTypeButton
dinputObjectTypePOV
)
var dinputObjectDataFormats = []_DIOBJECTDATAFORMAT{
{&_GUID_XAxis, _DIJOFS_X, _DIDFT_AXIS | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, _DIDOI_ASPECTPOSITION},
{&_GUID_YAxis, _DIJOFS_Y, _DIDFT_AXIS | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, _DIDOI_ASPECTPOSITION},
{&_GUID_ZAxis, _DIJOFS_Z, _DIDFT_AXIS | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, _DIDOI_ASPECTPOSITION},
{&_GUID_RxAxis, _DIJOFS_RX, _DIDFT_AXIS | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, _DIDOI_ASPECTPOSITION},
{&_GUID_RyAxis, _DIJOFS_RY, _DIDFT_AXIS | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, _DIDOI_ASPECTPOSITION},
{&_GUID_RzAxis, _DIJOFS_RZ, _DIDFT_AXIS | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, _DIDOI_ASPECTPOSITION},
{&_GUID_Slider, _DIJOFS_SLIDER(0), _DIDFT_AXIS | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, _DIDOI_ASPECTPOSITION},
{&_GUID_Slider, _DIJOFS_SLIDER(1), _DIDFT_AXIS | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, _DIDOI_ASPECTPOSITION},
{&_GUID_POV, _DIJOFS_POV(0), _DIDFT_POV | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{&_GUID_POV, _DIJOFS_POV(1), _DIDFT_POV | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{&_GUID_POV, _DIJOFS_POV(2), _DIDFT_POV | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{&_GUID_POV, _DIJOFS_POV(3), _DIDFT_POV | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(0), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(1), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(2), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(3), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(4), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(5), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(6), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(7), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(8), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(9), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(10), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(11), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(12), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(13), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(14), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(15), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(16), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(17), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(18), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(19), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(20), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(21), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(22), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(23), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(24), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(25), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(26), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(27), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(28), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(29), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(30), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
{nil, _DIJOFS_BUTTON(31), _DIDFT_BUTTON | _DIDFT_OPTIONAL | _DIDFT_ANYINSTANCE, 0},
}
var xinputButtons = []uint16{
_XINPUT_GAMEPAD_A,
_XINPUT_GAMEPAD_B,
_XINPUT_GAMEPAD_X,
_XINPUT_GAMEPAD_Y,
_XINPUT_GAMEPAD_LEFT_SHOULDER,
_XINPUT_GAMEPAD_RIGHT_SHOULDER,
_XINPUT_GAMEPAD_BACK,
_XINPUT_GAMEPAD_START,
_XINPUT_GAMEPAD_LEFT_THUMB,
_XINPUT_GAMEPAD_RIGHT_THUMB,
}
type nativeGamepadsDesktop struct {
dinput8 windows.Handle
dinput8API *_IDirectInput8W
xinput windows.Handle
procDirectInput8Create uintptr
procXInputGetCapabilities uintptr
procXInputGetState uintptr
origWndProc uintptr
wndProcCallback uintptr
enumDevicesCallback uintptr
enumObjectsCallback uintptr
nativeWindow windows.HWND
deviceChanged int32
err error
}
type dinputObject struct {
objectType dinputObjectType
index int
}
type enumObjectsContext struct {
device *_IDirectInputDevice8W
objects []dinputObject
axisCount int
sliderCount int
buttonCount int
povCount int
}
func (g *nativeGamepadsDesktop) init(gamepads *gamepads) error {
// As there is no guarantee that the DLL exists, NewLazySystemDLL is not available.
// TODO: Is there a 'system' version of LoadLibrary?
if h, err := windows.LoadLibrary("dinput8.dll"); err == nil {
g.dinput8 = h
p, err := windows.GetProcAddress(h, "DirectInput8Create")
if err != nil {
return err
}
g.procDirectInput8Create = p
}
// TODO: Loading xinput1_4.dll or xinput9_1_0.dll should be enough.
// See https://source.chromium.org/chromium/chromium/src/+/main:device/gamepad/xinput_data_fetcher_win.cc;l=75-84;drc=643cdf61903e99f27c3d80daee67e217e9d280e0
for _, dll := range []string{
"xinput1_4.dll",
"xinput1_3.dll",
"xinput9_1_0.dll",
"xinput1_2.dll",
"xinput1_1.dll",
} {
if h, err := windows.LoadLibrary(dll); err == nil {
g.xinput = h
{
p, err := windows.GetProcAddress(h, "XInputGetCapabilities")
if err != nil {
return err
}
g.procXInputGetCapabilities = p
}
{
p, err := windows.GetProcAddress(h, "XInputGetState")
if err != nil {
return err
}
g.procXInputGetState = p
}
break
}
}
if g.dinput8 != 0 {
// TODO: Use _GetModuleHandleExW to align with GLFW v3.3.8.
m, err := _GetModuleHandleW()
if err != nil {
return err
}
var api *_IDirectInput8W
if err := g.directInput8Create(m, _DIRECTINPUT_VERSION, &_IID_IDirectInput8W, &api, nil); err != nil {
return err
}
g.dinput8API = api
if err := g.detectConnection(gamepads); err != nil {
return err
}
}
return nil
}
func (g *nativeGamepadsDesktop) directInput8Create(hinst uintptr, dwVersion uint32, riidltf *windows.GUID, ppvOut **_IDirectInput8W, punkOuter unsafe.Pointer) error {
r, _, _ := syscall.Syscall6(g.procDirectInput8Create, 5,
hinst, uintptr(dwVersion), uintptr(unsafe.Pointer(riidltf)), uintptr(unsafe.Pointer(ppvOut)), uintptr(punkOuter),
0)
if uint32(r) != _DI_OK {
return fmt.Errorf("gamepad: DirectInput8Create failed: %w", handleError(windows.Handle(uint32(r))))
}
return nil
}
func (g *nativeGamepadsDesktop) xinputGetCapabilities(dwUserIndex uint32, dwFlags uint32, pCapabilities *_XINPUT_CAPABILITIES) error {
// XInputGetCapabilities doesn't call SetLastError and returns an error code directly.
r, _, _ := syscall.Syscall(g.procXInputGetCapabilities, 3,
uintptr(dwUserIndex), uintptr(dwFlags), uintptr(unsafe.Pointer(pCapabilities)))
if e := syscall.Errno(uint32(r)); e != windows.ERROR_SUCCESS {
return fmt.Errorf("gamepad: XInputGetCapabilities failed: %w", e)
}
return nil
}
func (g *nativeGamepadsDesktop) xinputGetState(dwUserIndex uint32, pState *_XINPUT_STATE) error {
// XInputGetState doesn't call SetLastError and returns an error code directly.
r, _, _ := syscall.Syscall(g.procXInputGetState, 2,
uintptr(dwUserIndex), uintptr(unsafe.Pointer(pState)), 0)
if e := syscall.Errno(uint32(r)); e != windows.ERROR_SUCCESS {
return fmt.Errorf("gamepad: XInputGetCapabilities failed: %w", e)
}
return nil
}
func (g *nativeGamepadsDesktop) detectConnection(gamepads *gamepads) error {
if g.dinput8 != 0 {
if g.enumDevicesCallback == 0 {
g.enumDevicesCallback = windows.NewCallback(g.dinput8EnumDevicesCallback)
}
if err := g.dinput8API.EnumDevices(_DI8DEVCLASS_GAMECTRL, g.enumDevicesCallback, unsafe.Pointer(gamepads), _DIEDFL_ALLDEVICES); err != nil {
return err
}
if g.err != nil {
return g.err
}
}
if g.xinput != 0 {
const xuserMaxCount = 4
for i := 0; i < xuserMaxCount; i++ {
if gamepads.find(func(g *Gamepad) bool {
n := g.native.(*nativeGamepadDesktop)
return n.dinputDevice == nil && n.xinputIndex == i
}) != nil {
continue
}
var xic _XINPUT_CAPABILITIES
if err := g.xinputGetCapabilities(uint32(i), 0, &xic); err != nil {
if !errors.Is(err, windows.ERROR_DEVICE_NOT_CONNECTED) {
return err
}
continue
}
sdlID := fmt.Sprintf("78696e707574%02x000000000000000000", xic.subType&0xff)
name := "Unknown XInput Device"
switch xic.subType {
case _XINPUT_DEVSUBTYPE_GAMEPAD:
if xic.flags&_XINPUT_CAPS_WIRELESS != 0 {
name = "Wireless Xbox Controller"
} else {
name = "Xbox Controller"
}
case _XINPUT_DEVSUBTYPE_WHEEL:
name = "XInput Wheel"
case _XINPUT_DEVSUBTYPE_ARCADE_STICK:
name = "XInput Arcade Stick"
case _XINPUT_DEVSUBTYPE_FLIGHT_STICK:
name = "XInput Flight Stick"
case _XINPUT_DEVSUBTYPE_DANCE_PAD:
name = "XInput Dance Pad"
case _XINPUT_DEVSUBTYPE_GUITAR:
name = "XInput Guitar"
case _XINPUT_DEVSUBTYPE_DRUM_KIT:
name = "XInput Drum Kit"
}
gp := gamepads.add(name, sdlID)
gp.native = &nativeGamepadDesktop{
xinputIndex: i,
}
}
}
return nil
}
func (g *nativeGamepadsDesktop) dinput8EnumDevicesCallback(lpddi *_DIDEVICEINSTANCEW, pvRef unsafe.Pointer) uintptr {
gamepads := (*gamepads)(pvRef)
if g.err != nil {
return _DIENUM_STOP
}
if gamepads.find(func(g *Gamepad) bool {
return g.native.(*nativeGamepadDesktop).dinputGUID == lpddi.guidInstance
}) != nil {
return _DIENUM_CONTINUE
}
s, err := supportsXInput(lpddi.guidProduct)
if err != nil {
g.err = err
return _DIENUM_STOP
}
if s {
return _DIENUM_CONTINUE
}
var device *_IDirectInputDevice8W
if err := g.dinput8API.CreateDevice(&lpddi.guidInstance, &device, nil); err != nil {
g.err = err
return _DIENUM_STOP
}
dataFormat := _DIDATAFORMAT{
dwSize: uint32(unsafe.Sizeof(_DIDATAFORMAT{})),
dwObjSize: uint32(unsafe.Sizeof(_DIOBJECTDATAFORMAT{})),
dwFlags: _DIDFT_ABSAXIS,
dwDataSize: uint32(unsafe.Sizeof(_DIJOYSTATE{})),
dwNumObjs: uint32(len(dinputObjectDataFormats)),
rgodf: &dinputObjectDataFormats[0],
}
if err := device.SetDataFormat(&dataFormat); err != nil {
g.err = err
device.Release()
return _DIENUM_STOP
}
dc := _DIDEVCAPS{
dwSize: uint32(unsafe.Sizeof(_DIDEVCAPS{})),
}
if err := device.GetCapabilities(&dc); err != nil {
g.err = err
device.Release()
return _DIENUM_STOP
}
dipd := _DIPROPDWORD{
diph: _DIPROPHEADER{
dwSize: uint32(unsafe.Sizeof(_DIPROPDWORD{})),
dwHeaderSize: uint32(unsafe.Sizeof(_DIPROPHEADER{})),
dwHow: _DIPH_DEVICE,
},
dwData: _DIPROPAXISMODE_ABS,
}
if err := device.SetProperty(_DIPROP_AXISMODE, &dipd.diph); err != nil {
g.err = err
device.Release()
return _DIENUM_STOP
}
ctx := enumObjectsContext{
device: device,
}
if g.enumObjectsCallback == 0 {
g.enumObjectsCallback = windows.NewCallback(g.dinputDevice8EnumObjectsCallback)
}
if err := device.EnumObjects(g.enumObjectsCallback, unsafe.Pointer(&ctx), _DIDFT_AXIS|_DIDFT_BUTTON|_DIDFT_POV); err != nil {
g.err = err
device.Release()
return _DIENUM_STOP
}
sort.Slice(ctx.objects, func(i, j int) bool {
if ctx.objects[i].objectType != ctx.objects[j].objectType {
return ctx.objects[i].objectType < ctx.objects[j].objectType
}
return ctx.objects[i].index < ctx.objects[j].index
})
name := windows.UTF16ToString(lpddi.tszInstanceName[:])
var sdlID string
if string(lpddi.guidProduct.Data4[2:8]) == "PIDVID" {
// This seems different from the current SDL implementation.
// Probably guidProduct includes the vendor and the product information, but this works.
// From the game controller database, the 'version' part seems always 0.
sdlID = fmt.Sprintf("03000000%02x%02x0000%02x%02x000000000000",
byte(lpddi.guidProduct.Data1),
byte(lpddi.guidProduct.Data1>>8),
byte(lpddi.guidProduct.Data1>>16),
byte(lpddi.guidProduct.Data1>>24))
} 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])
}
gp := gamepads.add(name, sdlID)
gp.native = &nativeGamepadDesktop{
dinputDevice: device,
dinputObjects: ctx.objects,
dinputGUID: lpddi.guidInstance,
dinputAxes: make([]float64, ctx.axisCount+ctx.sliderCount),
dinputButtons: make([]bool, ctx.buttonCount),
dinputHats: make([]int, ctx.povCount),
}
return _DIENUM_CONTINUE
}
func supportsXInput(guid windows.GUID) (bool, error) {
var count uint32
if r, err := _GetRawInputDeviceList(nil, &count); err != nil {
return false, err
} else if r != 0 {
return false, nil
}
ridl := make([]_RAWINPUTDEVICELIST, count)
if _, err := _GetRawInputDeviceList(&ridl[0], &count); err != nil {
return false, err
}
for i := 0; i < int(count); i++ {
if ridl[i].dwType != _RIM_TYPEHID {
continue
}
rdi := _RID_DEVICE_INFO{
cbSize: uint32(unsafe.Sizeof(_RID_DEVICE_INFO{})),
}
size := uint32(unsafe.Sizeof(rdi))
if _, err := _GetRawInputDeviceInfoW(ridl[i].hDevice, _RIDI_DEVICEINFO, unsafe.Pointer(&rdi), &size); err != nil {
return false, err
}
if uint32(rdi.hid.dwVendorId)|(uint32(rdi.hid.dwProductId)<<16) != guid.Data1 {
continue
}
var name [256]uint16
size = uint32(unsafe.Sizeof(name))
if _, err := _GetRawInputDeviceInfoW(ridl[i].hDevice, _RIDI_DEVICENAME, unsafe.Pointer(&name[0]), &size); err != nil {
return false, err
}
if strings.Contains(windows.UTF16ToString(name[:]), "IG_") {
return true, nil
}
}
return false, nil
}
func (g *nativeGamepadsDesktop) dinputDevice8EnumObjectsCallback(lpddoi *_DIDEVICEOBJECTINSTANCEW, pvRef unsafe.Pointer) uintptr {
ctx := (*enumObjectsContext)(pvRef)
switch {
case _DIDFT_GETTYPE(lpddoi.dwType)&_DIDFT_AXIS != 0:
var index int
switch lpddoi.guidType {
case _GUID_Slider:
index = ctx.sliderCount
case _GUID_XAxis:
index = 0
case _GUID_YAxis:
index = 1
case _GUID_ZAxis:
index = 2
case _GUID_RxAxis:
index = 3
case _GUID_RyAxis:
index = 4
case _GUID_RzAxis:
index = 5
default:
return _DIENUM_CONTINUE
}
dipr := _DIPROPRANGE{
diph: _DIPROPHEADER{
dwSize: uint32(unsafe.Sizeof(_DIPROPRANGE{})),
dwHeaderSize: uint32(unsafe.Sizeof(_DIPROPHEADER{})),
dwObj: lpddoi.dwType,
dwHow: _DIPH_BYID,
},
lMin: -32768,
lMax: 32767,
}
if err := ctx.device.SetProperty(_DIPROP_RANGE, &dipr.diph); err != nil {
return _DIENUM_CONTINUE
}
var objectType dinputObjectType
if lpddoi.guidType == _GUID_Slider {
objectType = dinputObjectTypeSlider
ctx.sliderCount++
} else {
objectType = dinputObjectTypeAxis
ctx.axisCount++
}
ctx.objects = append(ctx.objects, dinputObject{
objectType: objectType,
index: index,
})
case _DIDFT_GETTYPE(lpddoi.dwType)&_DIDFT_BUTTON != 0:
ctx.objects = append(ctx.objects, dinputObject{
objectType: dinputObjectTypeButton,
index: ctx.buttonCount,
})
ctx.buttonCount++
case _DIDFT_GETTYPE(lpddoi.dwType)&_DIDFT_POV != 0:
ctx.objects = append(ctx.objects, dinputObject{
objectType: dinputObjectTypePOV,
index: ctx.povCount,
})
ctx.povCount++
}
return _DIENUM_CONTINUE
}
func (g *nativeGamepadsDesktop) update(gamepads *gamepads) error {
if g.err != nil {
return g.err
}
if g.origWndProc == 0 {
if g.wndProcCallback == 0 {
g.wndProcCallback = windows.NewCallback(g.wndProc)
}
// Note that a Win32API GetActiveWindow doesn't work on Xbox.
h, err := _SetWindowLongPtrW(g.nativeWindow, _GWL_WNDPROC, g.wndProcCallback)
if err != nil {
return err
}
g.origWndProc = h
}
if atomic.LoadInt32(&g.deviceChanged) != 0 {
if err := g.detectConnection(gamepads); err != nil {
g.err = err
}
atomic.StoreInt32(&g.deviceChanged, 0)
}
return nil
}
func (g *nativeGamepadsDesktop) wndProc(hWnd uintptr, uMsg uint32, wParam, lParam uintptr) uintptr {
switch uMsg {
case _WM_DEVICECHANGE:
atomic.StoreInt32(&g.deviceChanged, 1)
}
return _CallWindowProcW(g.origWndProc, hWnd, uMsg, wParam, lParam)
}
func (g *nativeGamepadsDesktop) setNativeWindow(nativeWindow uintptr) {
g.nativeWindow = windows.HWND(nativeWindow)
}
type nativeGamepadDesktop struct {
dinputDevice *_IDirectInputDevice8W
dinputObjects []dinputObject
dinputGUID windows.GUID
dinputAxes []float64
dinputButtons []bool
dinputHats []int
xinputIndex int
xinputState _XINPUT_STATE
}
func (*nativeGamepadDesktop) hasOwnStandardLayoutMapping() bool {
return false
}
func (*nativeGamepadDesktop) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
return nil
}
func (*nativeGamepadDesktop) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
return nil
}
func (g *nativeGamepadDesktop) usesDInput() bool {
return g.dinputDevice != nil
}
func (g *nativeGamepadDesktop) update(gamepads *gamepads) (err error) {
var disconnected bool
defer func() {
if !disconnected && err == nil {
return
}
gamepads.remove(func(gamepad *Gamepad) bool {
return gamepad.native == g
})
if g.dinputDevice != nil {
g.dinputDevice.Release()
}
}()
if g.usesDInput() {
if err := g.dinputDevice.Poll(); err != nil {
if !errors.Is(err, handleError(_DIERR_NOTACQUIRED)) && !errors.Is(err, handleError(_DIERR_INPUTLOST)) {
return err
}
}
var state _DIJOYSTATE
if err := g.dinputDevice.GetDeviceState(uint32(unsafe.Sizeof(state)), unsafe.Pointer(&state)); err != nil {
if !errors.Is(err, handleError(_DIERR_NOTACQUIRED)) && !errors.Is(err, handleError(_DIERR_INPUTLOST)) {
return err
}
// Acquire can return an error just after a gamepad is disconnected. Ignore the error.
_ = g.dinputDevice.Acquire()
if err := g.dinputDevice.Poll(); err != nil {
if !errors.Is(err, handleError(_DIERR_NOTACQUIRED)) && !errors.Is(err, handleError(_DIERR_INPUTLOST)) {
return err
}
}
if err := g.dinputDevice.GetDeviceState(uint32(unsafe.Sizeof(state)), unsafe.Pointer(&state)); err != nil {
if !errors.Is(err, handleError(_DIERR_NOTACQUIRED)) && !errors.Is(err, handleError(_DIERR_INPUTLOST)) {
return err
}
disconnected = true
return nil
}
}
var ai, bi, hi int
for _, obj := range g.dinputObjects {
switch obj.objectType {
case dinputObjectTypeAxis:
var v int32
switch obj.index {
case 0:
v = state.lX
case 1:
v = state.lY
case 2:
v = state.lZ
case 3:
v = state.lRx
case 4:
v = state.lRy
case 5:
v = state.lRz
}
g.dinputAxes[ai] = (float64(v) + 0.5) / 32767.5
ai++
case dinputObjectTypeSlider:
v := state.rglSlider[obj.index]
g.dinputAxes[ai] = (float64(v) + 0.5) / 32767.5
ai++
case dinputObjectTypeButton:
v := (state.rgbButtons[obj.index] & 0x80) != 0
g.dinputButtons[bi] = v
bi++
case dinputObjectTypePOV:
stateIndex := state.rgdwPOV[obj.index] / (45 * _DI_DEGREES)
v := hatCentered
switch stateIndex {
case 0:
v = hatUp
case 1:
v = hatRightUp
case 2:
v = hatRight
case 3:
v = hatRightDown
case 4:
v = hatDown
case 5:
v = hatLeftDown
case 6:
v = hatLeft
case 7:
v = hatLeftUp
}
g.dinputHats[hi] = v
hi++
}
}
return nil
}
var state _XINPUT_STATE
if err := gamepads.native.(*nativeGamepadsDesktop).xinputGetState(uint32(g.xinputIndex), &state); err != nil {
if !errors.Is(err, windows.ERROR_DEVICE_NOT_CONNECTED) {
return err
}
disconnected = true
return nil
}
g.xinputState = state
return nil
}
func (g *nativeGamepadDesktop) axisCount() int {
if g.usesDInput() {
return len(g.dinputAxes)
}
return 6
}
func (g *nativeGamepadDesktop) buttonCount() int {
if g.usesDInput() {
return len(g.dinputButtons)
}
return len(xinputButtons)
}
func (g *nativeGamepadDesktop) hatCount() int {
if g.usesDInput() {
return len(g.dinputHats)
}
return 1
}
func (g *nativeGamepadDesktop) axisValue(axis int) float64 {
if g.usesDInput() {
if axis < 0 || axis >= len(g.dinputAxes) {
return 0
}
return g.dinputAxes[axis]
}
var v float64
switch axis {
case 0:
v = (float64(g.xinputState.Gamepad.sThumbLX) + 0.5) / 32767.5
case 1:
v = -(float64(g.xinputState.Gamepad.sThumbLY) + 0.5) / 32767.5
case 2:
v = (float64(g.xinputState.Gamepad.sThumbRX) + 0.5) / 32767.5
case 3:
v = -(float64(g.xinputState.Gamepad.sThumbRY) + 0.5) / 32767.5
case 4:
v = float64(g.xinputState.Gamepad.bLeftTrigger)/127.5 - 1.0
case 5:
v = float64(g.xinputState.Gamepad.bRightTrigger)/127.5 - 1.0
}
return v
}
func (g *nativeGamepadDesktop) isButtonPressed(button int) bool {
if g.usesDInput() {
if button < 0 || button >= len(g.dinputButtons) {
return false
}
return g.dinputButtons[button]
}
if button < 0 || button >= len(xinputButtons) {
return false
}
return g.xinputState.Gamepad.wButtons&xinputButtons[button] != 0
}
func (g *nativeGamepadDesktop) buttonValue(button int) float64 {
if g.isButtonPressed(button) {
return 1
}
return 0
}
func (g *nativeGamepadDesktop) hatState(hat int) int {
if g.usesDInput() {
if hat < 0 || hat >= len(g.dinputHats) {
return 0
}
return g.dinputHats[hat]
}
if hat != 0 {
return 0
}
var v int
if g.xinputState.Gamepad.wButtons&_XINPUT_GAMEPAD_DPAD_UP != 0 {
v |= hatUp
}
if g.xinputState.Gamepad.wButtons&_XINPUT_GAMEPAD_DPAD_RIGHT != 0 {
v |= hatRight
}
if g.xinputState.Gamepad.wButtons&_XINPUT_GAMEPAD_DPAD_DOWN != 0 {
v |= hatDown
}
if g.xinputState.Gamepad.wButtons&_XINPUT_GAMEPAD_DPAD_LEFT != 0 {
v |= hatLeft
}
return v
}
func (g *nativeGamepadDesktop) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
// TODO: Implement this (#1452)
}