ebiten/internal/gamepad/extern_android.go
Hajime Hoshi 47558d20c5 internal/gamepaddb: enable the database for Android
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
2022-09-09 22:20:39 +09:00

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
}
}