mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-15 07:27:32 +01:00
269 lines
9.4 KiB
Go
269 lines
9.4 KiB
Go
// Copyright 2022 The Ebitengine 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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"fmt"
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"runtime"
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"syscall"
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"unsafe"
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"golang.org/x/sys/windows"
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)
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type handleError windows.Handle
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func (h handleError) Error() string {
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return fmt.Sprintf("HANDLE(%d)", h)
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}
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var (
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gameInput = windows.NewLazySystemDLL("GameInput.dll")
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procGameInputCreate = gameInput.NewProc("GameInputCreate")
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)
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type _GameInputCallbackToken uint64
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type _GameInputDeviceStatus int32
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const (
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_GameInputDeviceNoStatus _GameInputDeviceStatus = 0x00000000
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_GameInputDeviceConnected _GameInputDeviceStatus = 0x00000001
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_GameInputDeviceInputEnabled _GameInputDeviceStatus = 0x00000002
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_GameInputDeviceOutputEnabled _GameInputDeviceStatus = 0x00000004
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_GameInputDeviceRawIoEnabled _GameInputDeviceStatus = 0x00000008
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_GameInputDeviceAudioCapture _GameInputDeviceStatus = 0x00000010
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_GameInputDeviceAudioRender _GameInputDeviceStatus = 0x00000020
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_GameInputDeviceSynchronized _GameInputDeviceStatus = 0x00000040
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_GameInputDeviceWireless _GameInputDeviceStatus = 0x00000080
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_GameInputDeviceUserIdle _GameInputDeviceStatus = 0x00100000
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_GameInputDeviceAnyStatus _GameInputDeviceStatus = 0x00FFFFFF
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)
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type _GameInputEnumerationKind int32
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const (
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_GameInputNoEnumeration _GameInputEnumerationKind = 0
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_GameInputAsyncEnumeration _GameInputEnumerationKind = 1
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_GameInputBlockingEnumeration _GameInputEnumerationKind = 2
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)
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type _GameInputGamepadButtons int32
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const (
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_GameInputGamepadNone _GameInputGamepadButtons = 0x00000000
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_GameInputGamepadMenu _GameInputGamepadButtons = 0x00000001
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_GameInputGamepadView _GameInputGamepadButtons = 0x00000002
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_GameInputGamepadA _GameInputGamepadButtons = 0x00000004
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_GameInputGamepadB _GameInputGamepadButtons = 0x00000008
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_GameInputGamepadX _GameInputGamepadButtons = 0x00000010
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_GameInputGamepadY _GameInputGamepadButtons = 0x00000020
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_GameInputGamepadDPadUp _GameInputGamepadButtons = 0x00000040
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_GameInputGamepadDPadDown _GameInputGamepadButtons = 0x00000080
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_GameInputGamepadDPadLeft _GameInputGamepadButtons = 0x00000100
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_GameInputGamepadDPadRight _GameInputGamepadButtons = 0x00000200
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_GameInputGamepadLeftShoulder _GameInputGamepadButtons = 0x00000400
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_GameInputGamepadRightShoulder _GameInputGamepadButtons = 0x00000800
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_GameInputGamepadLeftThumbstick _GameInputGamepadButtons = 0x00001000
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_GameInputGamepadRightThumbstick _GameInputGamepadButtons = 0x00002000
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)
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type _GameInputKind int32
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const (
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_GameInputKindUnknown _GameInputKind = 0x00000000
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_GameInputKindRawDeviceReport _GameInputKind = 0x00000001
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_GameInputKindControllerAxis _GameInputKind = 0x00000002
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_GameInputKindControllerButton _GameInputKind = 0x00000004
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_GameInputKindControllerSwitch _GameInputKind = 0x00000008
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_GameInputKindController _GameInputKind = 0x0000000E
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_GameInputKindKeyboard _GameInputKind = 0x00000010
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_GameInputKindMouse _GameInputKind = 0x00000020
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_GameInputKindTouch _GameInputKind = 0x00000100
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_GameInputKindMotion _GameInputKind = 0x00001000
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_GameInputKindArcadeStick _GameInputKind = 0x00010000
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_GameInputKindFlightStick _GameInputKind = 0x00020000
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_GameInputKindGamepad _GameInputKind = 0x00040000
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_GameInputKindRacingWheel _GameInputKind = 0x00080000
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_GameInputKindUiNavigation _GameInputKind = 0x01000000
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_GameInputKindAny _GameInputKind = 0x0FFFFFFF
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)
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type _GameInputGamepadState struct {
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buttons _GameInputGamepadButtons
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leftTrigger float32
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rightTrigger float32
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leftThumbstickX float32
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leftThumbstickY float32
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rightThumbstickX float32
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rightThumbstickY float32
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}
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type _GameInputRumbleParams struct {
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lowFrequency float32
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highFrequency float32
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leftTrigger float32
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rightTrigger float32
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}
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func _GameInputCreate() (*_IGameInput, error) {
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var gameInput *_IGameInput
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r, _, _ := procGameInputCreate.Call(uintptr(unsafe.Pointer(&gameInput)))
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if uint32(r) != uint32(windows.S_OK) {
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return nil, fmt.Errorf("gamepad: GameInputCreate failed: %w", handleError(windows.Handle(uint32(r))))
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}
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return gameInput, nil
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}
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type _IGameInput struct {
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vtbl *_IGameInput_Vtbl
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}
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type _IGameInput_Vtbl struct {
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QueryInterface uintptr
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AddRef uintptr
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Release uintptr
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GetCurrentTimestamp uintptr
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GetCurrentReading uintptr
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GetNextReading uintptr
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GetPreviousReading uintptr
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GetTemporalReading uintptr
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RegisterReadingCallback uintptr
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RegisterDeviceCallback uintptr
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RegisterGuideButtonCallback uintptr
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RegisterKeyboardLayoutCallback uintptr
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StopCallback uintptr
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UnregisterCallback uintptr
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CreateDispatcher uintptr
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CreateAggregateDevice uintptr
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FindDeviceFromId uintptr
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FindDeviceFromObject uintptr
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FindDeviceFromPlatformHandle uintptr
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FindDeviceFromPlatformString uintptr
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EnableOemDeviceSupport uintptr
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SetFocusPolicy uintptr
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}
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func (i *_IGameInput) GetCurrentReading(inputKind _GameInputKind, device *_IGameInputDevice) (*_IGameInputReading, error) {
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var reading *_IGameInputReading
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r, _, _ := syscall.Syscall6(i.vtbl.GetCurrentReading, 4, uintptr(unsafe.Pointer(i)),
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uintptr(inputKind), uintptr(unsafe.Pointer(device)), uintptr(unsafe.Pointer(&reading)),
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0, 0)
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runtime.KeepAlive(device)
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if uint32(r) != uint32(windows.S_OK) {
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return nil, fmt.Errorf("gamepad: IGameInput::GetCurrentReading failed: %w", handleError(windows.Handle(uint32(r))))
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}
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return reading, nil
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}
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func (i *_IGameInput) RegisterDeviceCallback(device *_IGameInputDevice,
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inputKind _GameInputKind,
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statusFilter _GameInputDeviceStatus,
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enumerationKind _GameInputEnumerationKind,
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context unsafe.Pointer,
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callbackFunc uintptr,
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callbackToken *_GameInputCallbackToken) error {
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r, _, _ := syscall.Syscall9(i.vtbl.RegisterDeviceCallback, 8, uintptr(unsafe.Pointer(i)),
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uintptr(unsafe.Pointer(device)), uintptr(inputKind), uintptr(statusFilter),
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uintptr(enumerationKind), uintptr(context), callbackFunc,
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uintptr(unsafe.Pointer(callbackToken)), 0)
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runtime.KeepAlive(device)
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runtime.KeepAlive(callbackToken)
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if uint32(r) != uint32(windows.S_OK) {
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return fmt.Errorf("gamepad: IGameInput::RegisterDeviceCallback failed: %w", handleError(windows.Handle(uint32(r))))
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}
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return nil
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}
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type _IGameInputDevice struct {
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vtbl *_IGameInputDevice_Vtbl
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}
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type _IGameInputDevice_Vtbl struct {
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QueryInterface uintptr
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AddRef uintptr
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Release uintptr
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GetDeviceInfo uintptr
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GetDeviceStatus uintptr
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GetBatteryState uintptr
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CreateForceFeedbackEffect uintptr
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IsForceFeedbackMotorPoweredOn uintptr
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SetForceFeedbackMotorGain uintptr
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SetHapticMotorState uintptr
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SetRumbleState uintptr
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SetInputSynchronizationState uintptr
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SendInputSynchronizationHint uintptr
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PowerOff uintptr
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CreateRawDeviceReport uintptr
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GetRawDeviceFeature uintptr
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SetRawDeviceFeature uintptr
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SendRawDeviceOutput uintptr
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ExecuteRawDeviceIoControl uintptr
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AcquireExclusiveRawDeviceAccess uintptr
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ReleaseExclusiveRawDeviceAccess uintptr
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}
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func (i *_IGameInputDevice) SetRumbleState(params *_GameInputRumbleParams, timestamp uint64) {
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_, _, _ = syscall.Syscall(i.vtbl.SetRumbleState, 3, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(params)), uintptr(timestamp))
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runtime.KeepAlive(params)
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}
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type _IGameInputReading struct {
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vtbl *_IGameInputReading_Vtbl
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}
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type _IGameInputReading_Vtbl struct {
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QueryInterface uintptr
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AddRef uintptr
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Release uintptr
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GetInputKind uintptr
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GetSequenceNumber uintptr
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GetTimestamp uintptr
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GetDevice uintptr
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GetRawReport uintptr
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GetControllerAxisCount uintptr
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GetControllerAxisState uintptr
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GetControllerButtonCount uintptr
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GetControllerButtonState uintptr
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GetControllerSwitchCount uintptr
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GetControllerSwitchState uintptr
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GetKeyCount uintptr
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GetKeyState uintptr
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GetMouseState uintptr
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GetTouchCount uintptr
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GetTouchState uintptr
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GetMotionState uintptr
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GetArcadeStickState uintptr
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GetFlightStickState uintptr
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GetGamepadState uintptr
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GetRacingWheelState uintptr
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GetUiNavigationState uintptr
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}
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func (i *_IGameInputReading) GetGamepadState() (_GameInputGamepadState, bool) {
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var state _GameInputGamepadState
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r, _, _ := syscall.Syscall(i.vtbl.GetGamepadState, 2, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(&state)), 0)
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return state, int32(r) != 0
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}
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func (i *_IGameInputReading) Release() uint32 {
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r, _, _ := syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0)
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return uint32(r)
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}
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