ebiten/internal/gamepad/gamepad.go
2022-01-23 01:56:14 +09:00

234 lines
4.3 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
// +build darwin,!ios
package gamepad
import (
"sync"
"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 {
gamepads []*Gamepad
m sync.Mutex
nativeGamepads
}
var theGamepads gamepads
func init() {
theGamepads.nativeGamepads.init()
}
func AppendGamepadIDs(ids []driver.GamepadID) []driver.GamepadID {
return theGamepads.appendGamepadIDs(ids)
}
func Update() {
theGamepads.update()
}
func Get(id driver.GamepadID) *Gamepad {
return theGamepads.get(id)
}
func (g *gamepads) appendGamepadIDs(ids []driver.GamepadID) []driver.GamepadID {
g.m.Lock()
defer g.m.Unlock()
for i, gp := range g.gamepads {
if gp != nil && gp.present() {
ids = append(ids, driver.GamepadID(i))
}
}
return ids
}
func (g *gamepads) update() {
g.m.Lock()
defer g.m.Unlock()
for _, gp := range g.gamepads {
if gp != nil {
gp.update()
}
}
}
func (g *gamepads) get(id driver.GamepadID) *Gamepad {
g.m.Lock()
defer g.m.Unlock()
if id < 0 || int(id) >= len(g.gamepads) {
return nil
}
return g.gamepads[id]
}
func (g *gamepads) find(cond func(*Gamepad) bool) *Gamepad {
g.m.Lock()
defer g.m.Unlock()
for _, gp := range g.gamepads {
if gp == nil {
continue
}
if cond(gp) {
return gp
}
}
return nil
}
func (g *gamepads) add(name, sdlID string) *Gamepad {
g.m.Lock()
defer g.m.Unlock()
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
}
func (g *gamepads) remove(cond func(*Gamepad) bool) {
g.m.Lock()
defer g.m.Unlock()
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.
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()
return gamepaddb.HasStandardLayoutMapping(g.sdlID)
}
func (g *Gamepad) StandardAxisValue(axis driver.StandardGamepadAxis) float64 {
return gamepaddb.AxisValue(g.sdlID, axis, g)
}
func (g *Gamepad) StandardButtonValue(button driver.StandardGamepadButton) float64 {
return gamepaddb.ButtonValue(g.sdlID, button, g)
}
func (g *Gamepad) IsStandardButtonPressed(button driver.StandardGamepadButton) bool {
return gamepaddb.IsButtonPressed(g.sdlID, button, g)
}