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https://github.com/hajimehoshi/ebiten.git
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b7dd45c0e4
On Android, MotionEvent with 0 values might come for axes when connecting a gamepad, even though a user didn't touch any axes. This is problematic especially for tirgger axes, where the default value should be -1. This change fixes the issue by adding a new state `axesReady` to check if an axis is really touched or not. If an axis is not touched yet, a button value for a standard (trigger) button always returns 0. This change also removes an old hack to initialize axis values for triggers. Closes #2598
215 lines
5.3 KiB
Go
215 lines
5.3 KiB
Go
// Copyright 2022 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package gamepad
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import (
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"encoding/hex"
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"syscall/js"
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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)
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var (
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object = js.Global().Get("Object")
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)
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type nativeGamepadsImpl struct {
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indices map[int]struct{}
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}
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func newNativeGamepadsImpl() nativeGamepads {
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return &nativeGamepadsImpl{}
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}
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func (g *nativeGamepadsImpl) init(gamepads *gamepads) error {
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return nil
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}
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func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
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// TODO: Use the gamepad events instead of navigator.getGamepads.
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defer func() {
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for k := range g.indices {
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delete(g.indices, k)
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}
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}()
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nav := js.Global().Get("navigator")
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if !nav.Truthy() {
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return nil
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}
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// getGamepads might not exist under a non-secure context (#2100).
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if !nav.Get("getGamepads").Truthy() {
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js.Global().Get("console").Call("warn", "navigator.getGamepads is not available. This might require a secure (HTTPS) context.")
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return nil
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}
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gps := nav.Call("getGamepads")
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if !gps.Truthy() {
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return nil
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}
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l := gps.Length()
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for idx := 0; idx < l; idx++ {
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gp := gps.Index(idx)
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if !gp.Truthy() {
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continue
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}
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index := gp.Get("index").Int()
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if g.indices == nil {
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g.indices = map[int]struct{}{}
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}
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g.indices[index] = struct{}{}
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// The gamepad is not registered yet, register this.
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gamepad := gamepads.find(func(gamepad *Gamepad) bool {
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return index == gamepad.native.(*nativeGamepadImpl).index
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})
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if gamepad == nil {
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name := gp.Get("id").String()
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// This emulates the implementation of EMSCRIPTEN_JoystickGetDeviceGUID.
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// https://github.com/libsdl-org/SDL/blob/0e9560aea22818884921e5e5064953257bfe7fa7/src/joystick/emscripten/SDL_sysjoystick.c#L385
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var sdlID [16]byte
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copy(sdlID[:], []byte(name))
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gamepad = gamepads.add(name, hex.EncodeToString(sdlID[:]))
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gamepad.native = &nativeGamepadImpl{
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index: index,
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mapping: gp.Get("mapping").String(),
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}
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}
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gamepad.native.(*nativeGamepadImpl).value = gp
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}
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// Remove an unused gamepads.
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gamepads.remove(func(gamepad *Gamepad) bool {
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_, ok := g.indices[gamepad.native.(*nativeGamepadImpl).index]
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return !ok
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})
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return nil
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}
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type nativeGamepadImpl struct {
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value js.Value
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index int
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mapping string
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}
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func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
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return g.mapping == "standard"
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}
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func (g *nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
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if !g.hasOwnStandardLayoutMapping() {
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return nil
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}
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if axis < 0 || int(axis) >= g.axisCount() {
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return nil
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}
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return axisMappingInput{g: g, axis: int(axis)}
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}
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func (g *nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
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if !g.hasOwnStandardLayoutMapping() {
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return nil
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}
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if button < 0 || int(button) >= g.buttonCount() {
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return nil
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}
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return buttonMappingInput{g: g, button: int(button)}
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}
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func (g *nativeGamepadImpl) update(gamepads *gamepads) error {
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return nil
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}
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func (g *nativeGamepadImpl) axisCount() int {
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return g.value.Get("axes").Length()
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}
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func (g *nativeGamepadImpl) buttonCount() int {
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return g.value.Get("buttons").Length()
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}
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func (g *nativeGamepadImpl) hatCount() int {
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return 0
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}
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func (g *nativeGamepadImpl) isAxisReady(axis int) bool {
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return axis >= 0 && axis < g.axisCount()
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}
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func (g *nativeGamepadImpl) axisValue(axis int) float64 {
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axes := g.value.Get("axes")
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if axis < 0 || axis >= axes.Length() {
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return 0
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}
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return axes.Index(axis).Float()
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}
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func (g *nativeGamepadImpl) buttonValue(button int) float64 {
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buttons := g.value.Get("buttons")
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if button < 0 || button >= buttons.Length() {
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return 0
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}
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return buttons.Index(button).Get("value").Float()
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}
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func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
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buttons := g.value.Get("buttons")
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if button < 0 || button >= buttons.Length() {
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return false
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}
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return buttons.Index(button).Get("pressed").Bool()
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}
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func (g *nativeGamepadImpl) hatState(hat int) int {
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return hatCentered
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}
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func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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// vibrationActuator is available on Chrome.
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if va := g.value.Get("vibrationActuator"); va.Truthy() {
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if !va.Get("playEffect").Truthy() {
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return
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}
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prop := object.New()
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prop.Set("startDelay", 0)
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prop.Set("duration", float64(duration/time.Millisecond))
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prop.Set("strongMagnitude", strongMagnitude)
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prop.Set("weakMagnitude", weakMagnitude)
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va.Call("playEffect", "dual-rumble", prop)
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return
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}
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// hapticActuators is available on Firefox.
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if ha := g.value.Get("hapticActuators"); ha.Truthy() {
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// TODO: Is this order correct?
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if ha.Length() > 0 {
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ha.Index(0).Call("pulse", strongMagnitude, float64(duration/time.Millisecond))
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}
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if ha.Length() > 1 {
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ha.Index(1).Call("pulse", weakMagnitude, float64(duration/time.Millisecond))
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}
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return
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}
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}
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