ebiten/internal/gamepad/gamepad_nintendosdk.go
Hajime Hoshi b7dd45c0e4 internal/gamepad: ignore the very first MotionEvent with 0 value for Android
On Android, MotionEvent with 0 values might come for axes when connecting
a gamepad, even though a user didn't touch any axes. This is problematic
especially for tirgger axes, where the default value should be -1.

This change fixes the issue by adding a new state `axesReady` to check
if an axis is really touched or not. If an axis is not touched yet,
a button value for a standard (trigger) button always returns 0.

This change also removes an old hack to initialize axis values for
triggers.

Closes #2598
2024-03-21 22:28:48 +09:00

181 lines
4.4 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
package gamepad
// #cgo !darwin LDFLAGS: -Wl,-unresolved-symbols=ignore-all
// #cgo darwin LDFLAGS: -Wl,-undefined,dynamic_lookup
//
// #include "gamepad_nintendosdk.h"
import "C"
import (
"time"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
)
type nativeGamepadsImpl struct {
gamepads []C.struct_Gamepad
ids map[int]struct{}
}
func newNativeGamepadsImpl() nativeGamepads {
return &nativeGamepadsImpl{}
}
func (*nativeGamepadsImpl) init(gamepads *gamepads) error {
return nil
}
func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
C.ebitengine_UpdateGamepads()
g.gamepads = g.gamepads[:0]
if n := int(C.ebitengine_GetGamepadCount()); n > 0 {
if cap(g.gamepads) < n {
g.gamepads = make([]C.struct_Gamepad, n)
} else {
g.gamepads = g.gamepads[:n]
}
C.ebitengine_GetGamepads(&g.gamepads[0])
}
for id := range g.ids {
delete(g.ids, id)
}
for _, gp := range g.gamepads {
if g.ids == nil {
g.ids = map[int]struct{}{}
}
g.ids[int(gp.id)] = struct{}{}
gamepad := gamepads.find(func(gamepad *Gamepad) bool {
return gamepad.native.(*nativeGamepadImpl).id == int(gp.id)
})
if gamepad == nil {
gamepad = gamepads.add("", "")
gamepad.native = &nativeGamepadImpl{
id: int(gp.id),
standard: bool(gp.standard != 0),
axisValues: make([]float64, gp.axis_count),
buttonPressed: make([]bool, gp.button_count),
buttonValues: make([]float64, gp.button_count),
}
}
gamepad.m.Lock()
n := gamepad.native.(*nativeGamepadImpl)
for i := range n.axisValues {
n.axisValues[i] = float64(gp.axis_values[i])
}
for i := range n.buttonValues {
n.buttonValues[i] = float64(gp.button_values[i])
}
for i := range n.buttonPressed {
n.buttonPressed[i] = gp.button_pressed[i] != 0
}
gamepad.m.Unlock()
}
// Remove an unused gamepads.
gamepads.remove(func(gamepad *Gamepad) bool {
_, ok := g.ids[gamepad.native.(*nativeGamepadImpl).id]
return !ok
})
return nil
}
type nativeGamepadImpl struct {
id int
standard bool
axisValues []float64
buttonPressed []bool
buttonValues []float64
}
func (*nativeGamepadImpl) update(gamepad *gamepads) error {
return nil
}
func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
return g.standard
}
func (g *nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
// TODO: Implement this on the C side.
if axis < 0 || int(axis) >= len(g.axisValues) {
return nil
}
return axisMappingInput{g: g, axis: int(axis)}
}
func (g *nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
// TODO: Implement this on the C side.
if button < 0 || int(button) >= len(g.buttonValues) {
return nil
}
return buttonMappingInput{g: g, button: int(button)}
}
func (g *nativeGamepadImpl) axisCount() int {
return len(g.axisValues)
}
func (g *nativeGamepadImpl) buttonCount() int {
return len(g.buttonValues)
}
func (g *nativeGamepadImpl) hatCount() int {
return 0
}
func (g *nativeGamepadImpl) isAxisReady(axis int) bool {
return axis >= 0 && axis < g.axisCount()
}
func (g *nativeGamepadImpl) axisValue(axis int) float64 {
if axis < 0 || axis >= len(g.axisValues) {
return 0
}
return g.axisValues[axis]
}
func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
if button < 0 || button >= len(g.buttonPressed) {
return false
}
return g.buttonPressed[button]
}
func (g *nativeGamepadImpl) buttonValue(button int) float64 {
if button < 0 || button >= len(g.buttonValues) {
return 0
}
return g.buttonValues[button]
}
func (*nativeGamepadImpl) hatState(hat int) int {
return hatCentered
}
func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
C.ebitengine_VibrateGamepad(C.int(g.id), C.double(float64(duration)/float64(time.Second)), C.double(strongMagnitude), C.double(weakMagnitude))
}