ebiten/internal/gamepad/gamepad.go

260 lines
5.5 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 (darwin && !ios) || js
// +build darwin,!ios js
package gamepad
import (
"sync"
"time"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
)
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
nativeGamepads
}
var theGamepads gamepads
func init() {
theGamepads.nativeGamepads.gamepads = &theGamepads
}
// AppendGamepadIDs must be called on the main thread.
func AppendGamepadIDs(ids []driver.GamepadID) []driver.GamepadID {
return theGamepads.appendGamepadIDs(ids)
}
// Update must be called on the main thread.
func Update() {
theGamepads.update()
}
// Get must be called on the main thread.
func Get(id driver.GamepadID) *Gamepad {
return theGamepads.get(id)
}
func (g *gamepads) appendGamepadIDs(ids []driver.GamepadID) []driver.GamepadID {
for i, gp := range g.gamepads {
if gp != nil && gp.present() {
ids = append(ids, driver.GamepadID(i))
}
}
return ids
}
func (g *gamepads) update() {
if !g.inited {
g.nativeGamepads.init()
g.inited = true
}
g.nativeGamepads.update()
for _, gp := range g.gamepads {
if gp != nil {
gp.update()
}
}
}
func (g *gamepads) get(id driver.GamepadID) *Gamepad {
if id < 0 || int(id) >= len(g.gamepads) {
return nil
}
return g.gamepads[id]
}
// find can be invoked from callbacks on the OS's main thread.
// As a callback can be called synchronously from update, using a mutex is not a good idea.
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
}
// add can be invoked from callbacks on the OS's main thread.
// As a callback can be called synchronously from update, using a mutex is not a good idea.
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
}
// remove can be invoked from callbacks on the OS's main thread.
// As a callback can be called synchronously from update, using a mutex is not a good idea.
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
}
}
}
type Gamepad struct {
name string
sdlID string
m sync.Mutex
nativeGamepad
}
func (g *Gamepad) update() {
g.m.Lock()
defer g.m.Unlock()
g.nativeGamepad.update()
}
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
}
func (g *Gamepad) SDLID() string {
// This is immutable and doesn't have to be protected by a mutex.
return g.sdlID
}
func (g *Gamepad) AxisNum() int {
g.m.Lock()
defer g.m.Unlock()
return g.nativeGamepad.axisNum()
}
func (g *Gamepad) ButtonNum() int {
g.m.Lock()
defer g.m.Unlock()
return g.nativeGamepad.buttonNum()
}
func (g *Gamepad) HatNum() int {
g.m.Lock()
defer g.m.Unlock()
return g.nativeGamepad.hatNum()
}
func (g *Gamepad) Axis(axis int) float64 {
g.m.Lock()
defer g.m.Unlock()
return g.nativeGamepad.axisValue(axis)
}
func (g *Gamepad) Button(button int) bool {
g.m.Lock()
defer g.m.Unlock()
return g.nativeGamepad.isButtonPressed(button)
}
func (g *Gamepad) Hat(hat int) int {
g.m.Lock()
defer g.m.Unlock()
return g.nativeGamepad.hatState(hat)
}
func (g *Gamepad) IsStandardLayoutAvailable() bool {
g.m.Lock()
defer g.m.Unlock()
if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
return true
}
return g.hasOwnStandardLayoutMapping()
}
func (g *Gamepad) StandardAxisValue(axis driver.StandardGamepadAxis) float64 {
if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
return gamepaddb.AxisValue(g.sdlID, axis, g)
}
if g.hasOwnStandardLayoutMapping() {
return g.nativeGamepad.axisValue(int(axis))
}
return 0
}
func (g *Gamepad) StandardButtonValue(button driver.StandardGamepadButton) float64 {
if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
return gamepaddb.ButtonValue(g.sdlID, button, g)
}
if g.hasOwnStandardLayoutMapping() {
return g.nativeGamepad.buttonValue(int(button))
}
return 0
}
func (g *Gamepad) IsStandardButtonPressed(button driver.StandardGamepadButton) bool {
if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
return gamepaddb.IsButtonPressed(g.sdlID, button, g)
}
if g.hasOwnStandardLayoutMapping() {
return g.nativeGamepad.isButtonPressed(int(button))
}
return false
}
func (g *Gamepad) Vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
g.nativeGamepad.vibrate(duration, strongMagnitude, weakMagnitude)
}