mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
47558d20c5
Before this fix, the button and axis IDs are from the OS. These didn't match with the SDL game controller databaes unfortunately. This fix changes the assignments of the buttons and the axes to match with the database. Closes #2312
175 lines
4.8 KiB
Go
175 lines
4.8 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
|
|
// +build !nintendosdk
|
|
|
|
package gamepad
|
|
|
|
import (
|
|
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
|
|
)
|
|
|
|
func AddAndroidGamepad(androidDeviceID int, name, sdlID string, axisCount, hatCount int) {
|
|
theGamepads.addAndroidGamepad(androidDeviceID, name, sdlID, axisCount, hatCount)
|
|
}
|
|
|
|
func RemoveAndroidGamepad(androidDeviceID int) {
|
|
theGamepads.removeAndroidGamepad(androidDeviceID)
|
|
}
|
|
|
|
func UpdateAndroidGamepadAxis(androidDeviceID int, axis int, value float64) {
|
|
theGamepads.updateAndroidGamepadAxis(androidDeviceID, axis, value)
|
|
}
|
|
|
|
func UpdateAndroidGamepadButton(androidDeviceID int, button Button, pressed bool) {
|
|
theGamepads.updateAndroidGamepadButton(androidDeviceID, button, pressed)
|
|
}
|
|
|
|
func UpdateAndroidGamepadHat(androidDeviceID int, hat int, xValue, yValue int) {
|
|
theGamepads.updateAndroidGamepadHat(androidDeviceID, hat, xValue, yValue)
|
|
}
|
|
|
|
func (g *gamepads) addAndroidGamepad(androidDeviceID int, name, sdlID string, axisCount, hatCount int) {
|
|
g.m.Lock()
|
|
defer g.m.Unlock()
|
|
|
|
gp := g.add(name, sdlID)
|
|
gp.native = &nativeGamepadImpl{
|
|
androidDeviceID: androidDeviceID,
|
|
axes: make([]float64, axisCount),
|
|
buttons: make([]bool, gamepaddb.SDLControllerButtonMax+1),
|
|
hats: make([]int, hatCount),
|
|
}
|
|
}
|
|
|
|
func (g *gamepads) removeAndroidGamepad(androidDeviceID int) {
|
|
g.m.Lock()
|
|
defer g.m.Unlock()
|
|
|
|
g.remove(func(gamepad *Gamepad) bool {
|
|
return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
|
|
})
|
|
}
|
|
|
|
func (g *gamepads) updateAndroidGamepadAxis(androidDeviceID int, axis int, value float64) {
|
|
g.m.Lock()
|
|
defer g.m.Unlock()
|
|
|
|
gp := g.find(func(gamepad *Gamepad) bool {
|
|
return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
|
|
})
|
|
if gp == nil {
|
|
return
|
|
}
|
|
gp.updateAndroidGamepadAxis(axis, value)
|
|
}
|
|
|
|
func (g *gamepads) updateAndroidGamepadButton(androidDeviceID int, button Button, pressed bool) {
|
|
g.m.Lock()
|
|
defer g.m.Unlock()
|
|
|
|
gp := g.find(func(gamepad *Gamepad) bool {
|
|
return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
|
|
})
|
|
if gp == nil {
|
|
return
|
|
}
|
|
gp.updateAndroidGamepadButton(button, pressed)
|
|
}
|
|
|
|
func (g *gamepads) updateAndroidGamepadHat(androidDeviceID int, hat int, xValue, yValue int) {
|
|
g.m.Lock()
|
|
defer g.m.Unlock()
|
|
|
|
gp := g.find(func(gamepad *Gamepad) bool {
|
|
return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
|
|
})
|
|
if gp == nil {
|
|
return
|
|
}
|
|
gp.updateAndroidGamepadHat(hat, xValue, yValue)
|
|
}
|
|
|
|
func (g *Gamepad) updateAndroidGamepadAxis(axis int, value float64) {
|
|
g.m.Lock()
|
|
defer g.m.Unlock()
|
|
|
|
n := g.native.(*nativeGamepadImpl)
|
|
if axis < 0 || axis >= len(n.axes) {
|
|
return
|
|
}
|
|
n.axes[axis] = value
|
|
}
|
|
|
|
func (g *Gamepad) updateAndroidGamepadButton(button Button, pressed bool) {
|
|
g.m.Lock()
|
|
defer g.m.Unlock()
|
|
|
|
n := g.native.(*nativeGamepadImpl)
|
|
if button < 0 || int(button) >= len(n.buttons) {
|
|
return
|
|
}
|
|
n.buttons[button] = pressed
|
|
}
|
|
|
|
func (g *Gamepad) updateAndroidGamepadHat(hat int, xValue, yValue int) {
|
|
g.m.Lock()
|
|
defer g.m.Unlock()
|
|
|
|
n := g.native.(*nativeGamepadImpl)
|
|
if hat < 0 || hat >= len(n.hats) {
|
|
return
|
|
}
|
|
var v int
|
|
switch {
|
|
case xValue < 0:
|
|
v |= hatLeft
|
|
case xValue > 0:
|
|
v |= hatRight
|
|
}
|
|
switch {
|
|
case yValue < 0:
|
|
v |= hatUp
|
|
case yValue > 0:
|
|
v |= hatDown
|
|
}
|
|
n.hats[hat] = v
|
|
|
|
// Update the gamepad buttons in addition to hats.
|
|
// See https://github.com/libsdl-org/SDL/blob/47f2373dc13b66c48bf4024fcdab53cd0bdd59bb/src/joystick/android/SDL_sysjoystick.c#L290-L301
|
|
switch {
|
|
case xValue < 0:
|
|
n.buttons[gamepaddb.SDLControllerButtonDpadLeft] = true
|
|
n.buttons[gamepaddb.SDLControllerButtonDpadRight] = false
|
|
case xValue > 0:
|
|
n.buttons[gamepaddb.SDLControllerButtonDpadLeft] = false
|
|
n.buttons[gamepaddb.SDLControllerButtonDpadRight] = true
|
|
default:
|
|
n.buttons[gamepaddb.SDLControllerButtonDpadLeft] = false
|
|
n.buttons[gamepaddb.SDLControllerButtonDpadRight] = false
|
|
}
|
|
switch {
|
|
case yValue < 0:
|
|
n.buttons[gamepaddb.SDLControllerButtonDpadUp] = true
|
|
n.buttons[gamepaddb.SDLControllerButtonDpadDown] = false
|
|
case yValue > 0:
|
|
n.buttons[gamepaddb.SDLControllerButtonDpadUp] = false
|
|
n.buttons[gamepaddb.SDLControllerButtonDpadDown] = true
|
|
default:
|
|
n.buttons[gamepaddb.SDLControllerButtonDpadUp] = false
|
|
n.buttons[gamepaddb.SDLControllerButtonDpadDown] = false
|
|
}
|
|
}
|