mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-28 04:38:55 +01:00
b7dd45c0e4
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
437 lines
12 KiB
Go
437 lines
12 KiB
Go
// Copyright 2022 The Ebiten 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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//go:build !ios
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package gamepad
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import (
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"errors"
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"fmt"
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"sort"
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"strings"
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"sync"
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"time"
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"unsafe"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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)
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type nativeGamepadsImpl struct {
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hidManager _IOHIDManagerRef
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devicesToAdd []_IOHIDDeviceRef
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devicesToRemove []_IOHIDDeviceRef
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devicesM sync.Mutex
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}
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func newNativeGamepadsImpl() nativeGamepads {
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return &nativeGamepadsImpl{}
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}
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func (g *nativeGamepadsImpl) init(gamepads *gamepads) error {
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if err := initializeCF(); err != nil {
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return err
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}
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if err := initializeIOKit(); err != nil {
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return err
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}
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var dicts []_CFDictionaryRef
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page := kHIDPage_GenericDesktop
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for _, usage := range []uint{
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kHIDUsage_GD_Joystick,
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kHIDUsage_GD_GamePad,
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kHIDUsage_GD_MultiAxisController,
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} {
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pageRef := _CFNumberCreate(kCFAllocatorDefault, kCFNumberIntType, unsafe.Pointer(&page))
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if pageRef == 0 {
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return errors.New("gamepad: CFNumberCreate returned nil")
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}
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defer _CFRelease(_CFTypeRef(pageRef))
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usageRef := _CFNumberCreate(kCFAllocatorDefault, kCFNumberIntType, unsafe.Pointer(&usage))
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if usageRef == 0 {
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return errors.New("gamepad: CFNumberCreate returned nil")
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}
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defer _CFRelease(_CFTypeRef(usageRef))
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keys := []_CFStringRef{
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_CFStringCreateWithCString(kCFAllocatorDefault, kIOHIDDeviceUsagePageKey, kCFStringEncodingUTF8),
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_CFStringCreateWithCString(kCFAllocatorDefault, kIOHIDDeviceUsageKey, kCFStringEncodingUTF8),
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}
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values := []_CFNumberRef{
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pageRef,
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usageRef,
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}
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dict := _CFDictionaryCreate(kCFAllocatorDefault,
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(*unsafe.Pointer)(unsafe.Pointer(&keys[0])),
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(*unsafe.Pointer)(unsafe.Pointer(&values[0])),
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_CFIndex(len(keys)), *(**_CFDictionaryKeyCallBacks)(unsafe.Pointer(&kCFTypeDictionaryKeyCallBacks)), *(**_CFDictionaryValueCallBacks)(unsafe.Pointer(&kCFTypeDictionaryValueCallBacks)))
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if dict == 0 {
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return errors.New("gamepad: CFDictionaryCreate returned nil")
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}
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defer _CFRelease(_CFTypeRef(dict))
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dicts = append(dicts, dict)
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}
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matching := _CFArrayCreate(kCFAllocatorDefault,
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(*unsafe.Pointer)(unsafe.Pointer(&dicts[0])),
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_CFIndex(len(dicts)), *(**_CFArrayCallBacks)(unsafe.Pointer(&kCFTypeArrayCallBacks)))
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if matching == 0 {
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return errors.New("gamepad: CFArrayCreateMutable returned nil")
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}
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defer _CFRelease(_CFTypeRef(matching))
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g.hidManager = _IOHIDManagerCreate(kCFAllocatorDefault, kIOHIDOptionsTypeNone)
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if _IOHIDManagerOpen(g.hidManager, kIOHIDOptionsTypeNone) != kIOReturnSuccess {
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return errors.New("gamepad: IOHIDManagerOpen failed")
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}
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_IOHIDManagerSetDeviceMatchingMultiple(g.hidManager, matching)
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_IOHIDManagerRegisterDeviceMatchingCallback(g.hidManager, ebitenGamepadMatchingCallback, nil)
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_IOHIDManagerRegisterDeviceRemovalCallback(g.hidManager, ebitenGamepadRemovalCallback, nil)
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_IOHIDManagerScheduleWithRunLoop(g.hidManager, _CFRunLoopGetMain(), **(**_CFStringRef)(unsafe.Pointer(&kCFRunLoopDefaultMode)))
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// Execute the run loop once in order to register any initially-attached gamepads.
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_CFRunLoopRunInMode(**(**_CFStringRef)(unsafe.Pointer(&kCFRunLoopDefaultMode)), 0, false)
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return nil
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}
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func ebitenGamepadMatchingCallback(ctx unsafe.Pointer, res _IOReturn, sender unsafe.Pointer, device _IOHIDDeviceRef) {
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n := theGamepads.native.(*nativeGamepadsImpl)
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n.devicesM.Lock()
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defer n.devicesM.Unlock()
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n.devicesToAdd = append(n.devicesToAdd, device)
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}
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func ebitenGamepadRemovalCallback(ctx unsafe.Pointer, res _IOReturn, sender unsafe.Pointer, device _IOHIDDeviceRef) {
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n := theGamepads.native.(*nativeGamepadsImpl)
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n.devicesM.Lock()
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defer n.devicesM.Unlock()
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n.devicesToRemove = append(n.devicesToRemove, device)
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}
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func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
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n := theGamepads.native.(*nativeGamepadsImpl)
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n.devicesM.Lock()
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defer n.devicesM.Unlock()
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for _, device := range g.devicesToAdd {
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g.addDevice(device, gamepads)
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}
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for _, device := range g.devicesToRemove {
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gamepads.remove(func(g *Gamepad) bool {
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return g.native.(*nativeGamepadImpl).device == device
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})
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}
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g.devicesToAdd = g.devicesToAdd[:0]
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g.devicesToRemove = g.devicesToRemove[:0]
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return nil
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}
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func (g *nativeGamepadsImpl) addDevice(device _IOHIDDeviceRef, gamepads *gamepads) {
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if gamepads.find(func(g *Gamepad) bool {
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return g.native.(*nativeGamepadImpl).device == device
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}) != nil {
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return
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}
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name := "Unknown"
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if prop := _IOHIDDeviceGetProperty(device, _CFStringCreateWithCString(kCFAllocatorDefault, kIOHIDProductKey, kCFStringEncodingUTF8)); prop != 0 {
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var cstr [256]byte
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_CFStringGetCString(_CFStringRef(prop), cstr[:], kCFStringEncodingUTF8)
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name = strings.TrimRight(string(cstr[:]), "\x00")
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}
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var vendor uint32
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if prop := _IOHIDDeviceGetProperty(device, _CFStringCreateWithCString(kCFAllocatorDefault, kIOHIDVendorIDKey, kCFStringEncodingUTF8)); prop != 0 {
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_CFNumberGetValue(_CFNumberRef(prop), kCFNumberSInt32Type, unsafe.Pointer(&vendor))
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}
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var product uint32
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if prop := _IOHIDDeviceGetProperty(device, _CFStringCreateWithCString(kCFAllocatorDefault, kIOHIDProductIDKey, kCFStringEncodingUTF8)); prop != 0 {
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_CFNumberGetValue(_CFNumberRef(prop), kCFNumberSInt32Type, unsafe.Pointer(&product))
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}
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var version uint32
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if prop := _IOHIDDeviceGetProperty(device, _CFStringCreateWithCString(kCFAllocatorDefault, kIOHIDVersionNumberKey, kCFStringEncodingUTF8)); prop != 0 {
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_CFNumberGetValue(_CFNumberRef(prop), kCFNumberSInt32Type, unsafe.Pointer(&version))
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}
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var sdlID string
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if vendor != 0 && product != 0 {
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sdlID = fmt.Sprintf("03000000%02x%02x0000%02x%02x0000%02x%02x0000",
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byte(vendor), byte(vendor>>8),
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byte(product), byte(product>>8),
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byte(version), byte(version>>8))
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} else {
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bs := []byte(name)
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if len(bs) < 12 {
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bs = append(bs, make([]byte, 12-len(bs))...)
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}
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sdlID = fmt.Sprintf("05000000%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x",
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bs[0], bs[1], bs[2], bs[3], bs[4], bs[5], bs[6], bs[7], bs[8], bs[9], bs[10], bs[11])
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}
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elements := _IOHIDDeviceCopyMatchingElements(device, 0, kIOHIDOptionsTypeNone)
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defer _CFRelease(_CFTypeRef(elements))
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n := &nativeGamepadImpl{
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device: device,
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}
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gp := gamepads.add(name, sdlID)
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gp.native = n
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for i := _CFIndex(0); i < _CFArrayGetCount(elements); i++ {
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native := (_IOHIDElementRef)(_CFArrayGetValueAtIndex(elements, i))
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if _CFGetTypeID(_CFTypeRef(native)) != _IOHIDElementGetTypeID() {
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continue
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}
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typ := _IOHIDElementGetType(native)
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if typ != kIOHIDElementTypeInput_Axis &&
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typ != kIOHIDElementTypeInput_Button &&
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typ != kIOHIDElementTypeInput_Misc {
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continue
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}
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usage := _IOHIDElementGetUsage(native)
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page := _IOHIDElementGetUsagePage(native)
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switch page {
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case kHIDPage_GenericDesktop:
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switch usage {
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case kHIDUsage_GD_X, kHIDUsage_GD_Y, kHIDUsage_GD_Z,
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kHIDUsage_GD_Rx, kHIDUsage_GD_Ry, kHIDUsage_GD_Rz,
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kHIDUsage_GD_Slider, kHIDUsage_GD_Dial, kHIDUsage_GD_Wheel:
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n.axes = append(n.axes, element{
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native: native,
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usage: int(usage),
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index: len(n.axes),
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minimum: int(_IOHIDElementGetLogicalMin(native)),
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maximum: int(_IOHIDElementGetLogicalMax(native)),
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})
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case kHIDUsage_GD_Hatswitch:
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n.hats = append(n.hats, element{
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native: native,
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usage: int(usage),
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index: len(n.hats),
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minimum: int(_IOHIDElementGetLogicalMin(native)),
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maximum: int(_IOHIDElementGetLogicalMax(native)),
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})
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case kHIDUsage_GD_DPadUp, kHIDUsage_GD_DPadRight, kHIDUsage_GD_DPadDown, kHIDUsage_GD_DPadLeft,
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kHIDUsage_GD_SystemMainMenu, kHIDUsage_GD_Select, kHIDUsage_GD_Start:
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n.buttons = append(n.buttons, element{
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native: native,
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usage: int(usage),
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index: len(n.buttons),
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minimum: int(_IOHIDElementGetLogicalMin(native)),
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maximum: int(_IOHIDElementGetLogicalMax(native)),
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})
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}
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case kHIDPage_Simulation:
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switch usage {
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case kHIDUsage_Sim_Accelerator, kHIDUsage_Sim_Brake, kHIDUsage_Sim_Throttle, kHIDUsage_Sim_Rudder, kHIDUsage_Sim_Steering:
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n.axes = append(n.axes, element{
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native: native,
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usage: int(usage),
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index: len(n.axes),
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minimum: int(_IOHIDElementGetLogicalMin(native)),
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maximum: int(_IOHIDElementGetLogicalMax(native)),
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})
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}
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case kHIDPage_Button, kHIDPage_Consumer:
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n.buttons = append(n.buttons, element{
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native: native,
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usage: int(usage),
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index: len(n.buttons),
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minimum: int(_IOHIDElementGetLogicalMin(native)),
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maximum: int(_IOHIDElementGetLogicalMax(native)),
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})
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}
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}
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sort.Stable(n.axes)
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sort.Stable(n.buttons)
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sort.Stable(n.hats)
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}
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type element struct {
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native _IOHIDElementRef
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usage int
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index int
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minimum int
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maximum int
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}
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type elements []element
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func (e elements) Len() int {
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return len(e)
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}
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func (e elements) Less(i, j int) bool {
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if e[i].usage != e[j].usage {
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return e[i].usage < e[j].usage
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}
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if e[i].index != e[j].index {
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return e[i].index < e[j].index
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}
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return false
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}
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func (e elements) Swap(i, j int) {
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e[i], e[j] = e[j], e[i]
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}
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type nativeGamepadImpl struct {
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device _IOHIDDeviceRef
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axes elements
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buttons elements
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hats elements
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axisValues []float64
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buttonValues []bool
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hatValues []int
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}
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func (g *nativeGamepadImpl) elementValue(e *element) int {
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var valueRef _IOHIDValueRef
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if _IOHIDDeviceGetValue(g.device, e.native, &valueRef) == kIOReturnSuccess {
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return int(_IOHIDValueGetIntegerValue(valueRef))
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}
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return 0
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}
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func (g *nativeGamepadImpl) update(gamepads *gamepads) error {
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if cap(g.axisValues) < len(g.axes) {
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g.axisValues = make([]float64, len(g.axes))
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}
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g.axisValues = g.axisValues[:len(g.axes)]
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if cap(g.buttonValues) < len(g.buttons) {
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g.buttonValues = make([]bool, len(g.buttons))
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}
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g.buttonValues = g.buttonValues[:len(g.buttons)]
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if cap(g.hatValues) < len(g.hats) {
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g.hatValues = make([]int, len(g.hats))
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}
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g.hatValues = g.hatValues[:len(g.hats)]
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for i, a := range g.axes {
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raw := g.elementValue(&a)
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if raw < a.minimum {
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a.minimum = raw
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}
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if raw > a.maximum {
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a.maximum = raw
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}
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var value float64
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if size := a.maximum - a.minimum; size != 0 {
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value = 2*float64(raw-a.minimum)/float64(size) - 1
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}
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g.axisValues[i] = value
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}
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for i, b := range g.buttons {
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g.buttonValues[i] = (g.elementValue(&b) - b.minimum) > 0
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}
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hatStates := []int{
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hatUp,
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hatRightUp,
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hatRight,
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hatRightDown,
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hatDown,
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hatLeftDown,
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hatLeft,
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hatLeftUp,
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}
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for i, h := range g.hats {
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if state := g.elementValue(&h) - h.minimum; state < 0 || state >= len(hatStates) {
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g.hatValues[i] = hatCentered
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} else {
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g.hatValues[i] = hatStates[state]
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}
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}
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return nil
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}
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func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
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return false
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}
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func (*nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
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return nil
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}
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func (*nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
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return nil
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}
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func (g *nativeGamepadImpl) axisCount() int {
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return len(g.axisValues)
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}
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func (g *nativeGamepadImpl) buttonCount() int {
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return len(g.buttonValues)
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}
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func (g *nativeGamepadImpl) hatCount() int {
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return len(g.hatValues)
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}
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func (g *nativeGamepadImpl) isAxisReady(axis int) bool {
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return axis >= 0 && axis < g.axisCount()
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}
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func (g *nativeGamepadImpl) axisValue(axis int) float64 {
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if axis < 0 || axis >= len(g.axisValues) {
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return 0
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}
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return g.axisValues[axis]
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}
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func (g *nativeGamepadImpl) buttonValue(button int) float64 {
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if g.isButtonPressed(button) {
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return 1
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}
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return 0
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}
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func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
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if button < 0 || button >= len(g.buttonValues) {
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return false
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}
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return g.buttonValues[button]
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}
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func (g *nativeGamepadImpl) hatState(hat int) int {
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if hat < 0 || hat >= len(g.hatValues) {
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return hatCentered
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}
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return g.hatValues[hat]
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}
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func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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// TODO: Implement this (#1452)
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}
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