ebiten/internal/gamepaddb/gamepaddb.go
divVerent 47de8027b9
internal/gamepaddb: fix mapping support for e.g. dpleft:-a0. (#2335)
SDL interprets this as "map -1 to 1, map 0 to -1", so we should do the same.

This fix contains two parts:
* Fix the intended output range.
* Also fix the formula to map a range to a range.
The fix does not change behavior if a "-a" mapping isn't used, as in any other case max-min == 1 or max+min == 0.

Fixes #2334
2022-09-20 00:34:46 +09:00

779 lines
20 KiB
Go

// 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/gabomdq/SDL_GameControllerDB.
// To update the database file, run:
//
// curl --location --remote-name https://raw.githubusercontent.com/gabomdq/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 int
AxisOffset int
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
max := 1
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 nil, 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 nil, err
}
return &mapping{
Type: mappingTypeButton,
Index: index,
}, nil
case str[0] == 'h':
tokens := strings.Split(str[1:], ".")
if len(tokens) < 2 {
return nil, fmt.Errorf("gamepaddb: unexpected hat: %s", str)
}
index, err := strconv.Atoi(tokens[0])
if err != nil {
return nil, err
}
hat, err := strconv.Atoi(tokens[1])
if err != nil {
return nil, err
}
return &mapping{
Type: mappingTypeHat,
Index: index,
HatState: hat,
}, nil
}
return nil, 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 {
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
}
mapping := mappings[axis]
if mapping == nil {
return false
}
return true
}
func AxisValue(id string, axis StandardAxis, state GamepadState) float64 {
mappingsM.RLock()
defer mappingsM.RUnlock()
mappings := axisMappings(id)
if mappings == nil {
return 0
}
mapping := mappings[axis]
if mapping == nil {
return 0
}
switch mapping.Type {
case mappingTypeAxis:
v := state.Axis(mapping.Index)*float64(mapping.AxisScale) + float64(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
}
mapping := mappings[button]
if mapping == nil {
return false
}
return true
}
func ButtonValue(id string, button StandardButton, state GamepadState) float64 {
mappingsM.RLock()
defer mappingsM.RUnlock()
return buttonValue(id, button, state)
}
func buttonValue(id string, button StandardButton, state GamepadState) float64 {
mappings := buttonMappings(id)
if mappings == nil {
return 0
}
mapping := mappings[button]
if mapping == nil {
return 0
}
switch mapping.Type {
case mappingTypeAxis:
v := state.Axis(mapping.Index)*float64(mapping.AxisScale) + float64(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
}
func IsButtonPressed(id string, button StandardButton, state GamepadState) bool {
// Use 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
const threshold = 30.0 / 255.0
mappingsM.RLock()
defer mappingsM.RUnlock()
mappings, ok := gamepadButtonMappings[id]
if !ok {
return false
}
mapping := mappings[button]
if mapping == nil {
return false
}
switch mapping.Type {
case mappingTypeAxis:
v := buttonValue(id, button, state)
return v > threshold
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<<SDLControllerButtonA) != 0 {
gamepadButtonMappings[id][StandardButtonRightBottom] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonA,
}
}
if buttonMask&(1<<SDLControllerButtonB) != 0 {
gamepadButtonMappings[id][StandardButtonRightRight] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonB,
}
} else {
// Use the back button as "B" for easy UI navigation with TV remotes.
gamepadButtonMappings[id][StandardButtonRightRight] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonBack,
}
buttonMask &^= uint16(1) << SDLControllerButtonBack
}
if buttonMask&(1<<SDLControllerButtonX) != 0 {
gamepadButtonMappings[id][StandardButtonRightLeft] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonX,
}
}
if buttonMask&(1<<SDLControllerButtonY) != 0 {
gamepadButtonMappings[id][StandardButtonRightTop] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonY,
}
}
if buttonMask&(1<<SDLControllerButtonBack) != 0 {
gamepadButtonMappings[id][StandardButtonCenterLeft] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonBack,
}
}
if buttonMask&(1<<SDLControllerButtonGuide) != 0 {
// TODO: If SDKVersion >= 30, add this code:
//
// gamepadButtonMappings[id][StandardButtonCenterCenter] = &mapping{
// Type: mappingTypeButton,
// Index: SDLControllerButtonGuide,
// }
}
if buttonMask&(1<<SDLControllerButtonStart) != 0 {
gamepadButtonMappings[id][StandardButtonCenterRight] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonStart,
}
}
if buttonMask&(1<<SDLControllerButtonLeftStick) != 0 {
gamepadButtonMappings[id][StandardButtonLeftStick] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonLeftStick,
}
}
if buttonMask&(1<<SDLControllerButtonRightStick) != 0 {
gamepadButtonMappings[id][StandardButtonRightStick] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonRightStick,
}
}
if buttonMask&(1<<SDLControllerButtonLeftShoulder) != 0 {
gamepadButtonMappings[id][StandardButtonFrontTopLeft] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonLeftShoulder,
}
}
if buttonMask&(1<<SDLControllerButtonRightShoulder) != 0 {
gamepadButtonMappings[id][StandardButtonFrontTopRight] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonRightShoulder,
}
}
if buttonMask&(1<<SDLControllerButtonDpadUp) != 0 {
gamepadButtonMappings[id][StandardButtonLeftTop] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonDpadUp,
}
}
if buttonMask&(1<<SDLControllerButtonDpadDown) != 0 {
gamepadButtonMappings[id][StandardButtonLeftBottom] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonDpadDown,
}
}
if buttonMask&(1<<SDLControllerButtonDpadLeft) != 0 {
gamepadButtonMappings[id][StandardButtonLeftLeft] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonDpadLeft,
}
}
if buttonMask&(1<<SDLControllerButtonDpadRight) != 0 {
gamepadButtonMappings[id][StandardButtonLeftRight] = &mapping{
Type: mappingTypeButton,
Index: SDLControllerButtonDpadRight,
}
}
if axisMask&(1<<SDLControllerAxisLeftX) != 0 {
gamepadAxisMappings[id][StandardAxisLeftStickHorizontal] = &mapping{
Type: mappingTypeAxis,
Index: SDLControllerAxisLeftX,
AxisScale: 1,
AxisOffset: 0,
}
}
if axisMask&(1<<SDLControllerAxisLeftY) != 0 {
gamepadAxisMappings[id][StandardAxisLeftStickVertical] = &mapping{
Type: mappingTypeAxis,
Index: SDLControllerAxisLeftY,
AxisScale: 1,
AxisOffset: 0,
}
}
if axisMask&(1<<SDLControllerAxisRightX) != 0 {
gamepadAxisMappings[id][StandardAxisRightStickHorizontal] = &mapping{
Type: mappingTypeAxis,
Index: SDLControllerAxisRightX,
AxisScale: 1,
AxisOffset: 0,
}
}
if axisMask&(1<<SDLControllerAxisRightY) != 0 {
gamepadAxisMappings[id][StandardAxisRightStickVertical] = &mapping{
Type: mappingTypeAxis,
Index: SDLControllerAxisRightY,
AxisScale: 1,
AxisOffset: 0,
}
}
if axisMask&(1<<SDLControllerAxisTriggerLeft) != 0 {
gamepadButtonMappings[id][StandardButtonFrontBottomLeft] = &mapping{
Type: mappingTypeAxis,
Index: SDLControllerAxisTriggerLeft,
AxisScale: 1,
AxisOffset: 0,
}
}
if axisMask&(1<<SDLControllerAxisTriggerRight) != 0 {
gamepadButtonMappings[id][StandardButtonFrontBottomRight] = &mapping{
Type: mappingTypeAxis,
Index: SDLControllerAxisTriggerRight,
AxisScale: 1,
AxisOffset: 0,
}
}
return true
}