mirror of
https://github.com/hajimehoshi/ebiten.git
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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
420 lines
8.8 KiB
Go
420 lines
8.8 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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package gamepad
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import (
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"sync"
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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)
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type ID int
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const (
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hatCentered = 0
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hatUp = 1
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hatRight = 2
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hatDown = 4
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hatLeft = 8
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hatRightUp = hatRight | hatUp
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hatRightDown = hatRight | hatDown
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hatLeftUp = hatLeft | hatUp
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hatLeftDown = hatLeft | hatDown
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)
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type gamepads struct {
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inited bool
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gamepads []*Gamepad
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m sync.Mutex
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native nativeGamepads
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}
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type nativeGamepads interface {
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init(gamepads *gamepads) error
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update(gamepads *gamepads) error
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}
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var theGamepads = gamepads{
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native: newNativeGamepadsImpl(),
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}
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// AppendGamepadIDs is concurrent-safe.
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func AppendGamepadIDs(ids []ID) []ID {
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return theGamepads.appendGamepadIDs(ids)
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}
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// Update is concurrent-safe.
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func Update() error {
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return theGamepads.update()
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}
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// Get is concurrent-safe.
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func Get(id ID) *Gamepad {
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return theGamepads.get(id)
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}
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func SetNativeWindow(nativeWindow uintptr) {
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theGamepads.setNativeWindow(nativeWindow)
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}
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func (g *gamepads) appendGamepadIDs(ids []ID) []ID {
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g.m.Lock()
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defer g.m.Unlock()
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for i, gp := range g.gamepads {
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if gp != nil {
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ids = append(ids, ID(i))
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}
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}
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return ids
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}
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func (g *gamepads) update() error {
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g.m.Lock()
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defer g.m.Unlock()
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if !g.inited {
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if err := g.native.init(g); err != nil {
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return err
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}
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g.inited = true
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}
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if err := g.native.update(g); err != nil {
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return err
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}
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// A gamepad can be detected even though there are not. Apparently, some special devices are
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// recognized as gamepads by OSes. In this case, the number of the 'buttons' can exceed the
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// maximum. Skip such devices as a tentative solution (#1173, #2039).
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g.remove(func(gamepad *Gamepad) bool {
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return gamepad.ButtonCount() > ButtonCount
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})
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for _, gp := range g.gamepads {
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if gp == nil {
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continue
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}
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if err := gp.update(g); err != nil {
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return err
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}
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}
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return nil
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}
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func (g *gamepads) get(id ID) *Gamepad {
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g.m.Lock()
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defer g.m.Unlock()
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if id < 0 || int(id) >= len(g.gamepads) {
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return nil
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}
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return g.gamepads[id]
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}
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func (g *gamepads) find(cond func(*Gamepad) bool) *Gamepad {
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for _, gp := range g.gamepads {
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if gp == nil {
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continue
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}
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if cond(gp) {
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return gp
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}
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}
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return nil
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}
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func (g *gamepads) add(name, sdlID string) *Gamepad {
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for i, gp := range g.gamepads {
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if gp == nil {
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gp := &Gamepad{
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name: name,
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sdlID: sdlID,
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}
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g.gamepads[i] = gp
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return gp
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}
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}
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gp := &Gamepad{
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name: name,
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sdlID: sdlID,
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}
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g.gamepads = append(g.gamepads, gp)
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return gp
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}
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func (g *gamepads) remove(cond func(*Gamepad) bool) {
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for i, gp := range g.gamepads {
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if gp == nil {
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continue
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}
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if cond(gp) {
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g.gamepads[i] = nil
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}
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}
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}
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func (g *gamepads) setNativeWindow(nativeWindow uintptr) {
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g.m.Lock()
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defer g.m.Unlock()
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var n any = g.native
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if n, ok := n.(interface{ setNativeWindow(uintptr) }); ok {
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n.setNativeWindow(nativeWindow)
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}
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}
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type Gamepad struct {
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name string
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sdlID string
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m sync.Mutex
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native nativeGamepad
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}
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type mappingInput interface {
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Pressed() bool
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Value() float64 // Normalized to range: 0..1.
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}
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type axisMappingInput struct {
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g nativeGamepad
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axis int
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}
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func (a axisMappingInput) Pressed() bool {
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return a.g.axisValue(a.axis) > gamepaddb.ButtonPressedThreshold
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}
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func (a axisMappingInput) Value() float64 {
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return a.g.axisValue(a.axis)*0.5 + 0.5
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}
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type buttonMappingInput struct {
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g nativeGamepad
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button int
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}
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func (b buttonMappingInput) Pressed() bool {
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return b.g.isButtonPressed(b.button)
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}
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func (b buttonMappingInput) Value() float64 {
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return b.g.buttonValue(b.button)
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}
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type hatMappingInput struct {
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g nativeGamepad
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hat int
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direction int
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}
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func (h hatMappingInput) Pressed() bool {
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return h.g.hatState(h.hat)&h.direction != 0
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}
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func (h hatMappingInput) Value() float64 {
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if h.Pressed() {
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return 1
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}
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return 0
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}
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type nativeGamepad interface {
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update(gamepads *gamepads) error
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hasOwnStandardLayoutMapping() bool
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standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput
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standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput
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axisCount() int
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buttonCount() int
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hatCount() int
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isAxisReady(axis int) bool
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axisValue(axis int) float64
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buttonValue(button int) float64
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isButtonPressed(button int) bool
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hatState(hat int) int
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vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64)
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}
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func (g *Gamepad) update(gamepads *gamepads) error {
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g.m.Lock()
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defer g.m.Unlock()
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return g.native.update(gamepads)
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}
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// Name is concurrent-safe.
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func (g *Gamepad) Name() string {
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// This is immutable and doesn't have to be protected by a mutex.
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if name := gamepaddb.Name(g.sdlID); name != "" {
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return name
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}
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return g.name
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}
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// SDLID is concurrent-safe.
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func (g *Gamepad) SDLID() string {
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// This is immutable and doesn't have to be protected by a mutex.
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return g.sdlID
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}
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// AxisCount is concurrent-safe.
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func (g *Gamepad) AxisCount() int {
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g.m.Lock()
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defer g.m.Unlock()
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return g.native.axisCount()
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}
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// ButtonCount is concurrent-safe.
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func (g *Gamepad) ButtonCount() int {
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g.m.Lock()
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defer g.m.Unlock()
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return g.native.buttonCount()
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}
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// HatCount is concurrent-safe.
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func (g *Gamepad) HatCount() int {
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g.m.Lock()
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defer g.m.Unlock()
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return g.native.hatCount()
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}
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// IsAxisReady is concurrent-safe.
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func (g *Gamepad) IsAxisReady(axis int) bool {
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g.m.Lock()
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defer g.m.Unlock()
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return g.native.isAxisReady(axis)
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}
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// Axis is concurrent-safe.
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func (g *Gamepad) Axis(axis int) float64 {
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g.m.Lock()
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defer g.m.Unlock()
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return g.native.axisValue(axis)
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}
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// Button is concurrent-safe.
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func (g *Gamepad) Button(button int) bool {
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g.m.Lock()
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defer g.m.Unlock()
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return g.native.isButtonPressed(button)
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}
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// Hat is concurrent-safe.
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func (g *Gamepad) Hat(hat int) int {
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g.m.Lock()
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defer g.m.Unlock()
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return g.native.hatState(hat)
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}
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// IsStandardLayoutAvailable is concurrent-safe.
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func (g *Gamepad) IsStandardLayoutAvailable() bool {
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g.m.Lock()
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defer g.m.Unlock()
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if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
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return true
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}
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return g.native.hasOwnStandardLayoutMapping()
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}
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// IsStandardAxisAvailable is concurrent safe.
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func (g *Gamepad) IsStandardAxisAvailable(axis gamepaddb.StandardAxis) bool {
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g.m.Lock()
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defer g.m.Unlock()
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if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
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return gamepaddb.HasStandardAxis(g.sdlID, axis)
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}
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return g.native.standardAxisInOwnMapping(axis) != nil
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}
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// IsStandardButtonAvailable is concurrent safe.
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func (g *Gamepad) IsStandardButtonAvailable(button gamepaddb.StandardButton) bool {
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g.m.Lock()
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defer g.m.Unlock()
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if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
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return gamepaddb.HasStandardButton(g.sdlID, button)
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}
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return g.native.standardButtonInOwnMapping(button) != nil
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}
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// StandardAxisValue is concurrent-safe.
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func (g *Gamepad) StandardAxisValue(axis gamepaddb.StandardAxis) float64 {
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if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
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// StandardAxisValue invokes g.Axis, g.Button, or g.Hat so this cannot be locked.
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return gamepaddb.StandardAxisValue(g.sdlID, axis, g)
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}
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g.m.Lock()
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defer g.m.Unlock()
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if m := g.native.standardAxisInOwnMapping(axis); m != nil {
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return m.Value()*2 - 1
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}
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return 0
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}
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// StandardButtonValue is concurrent-safe.
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func (g *Gamepad) StandardButtonValue(button gamepaddb.StandardButton) float64 {
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if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
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// StandardButtonValue invokes g.Axis, g.Button, or g.Hat so this cannot be locked.
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return gamepaddb.StandardButtonValue(g.sdlID, button, g)
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}
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g.m.Lock()
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defer g.m.Unlock()
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if m := g.native.standardButtonInOwnMapping(button); m != nil {
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return m.Value()
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}
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return 0
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}
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// IsStandardButtonPressed is concurrent-safe.
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func (g *Gamepad) IsStandardButtonPressed(button gamepaddb.StandardButton) bool {
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if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
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// IsStandardButtonPressed invokes g.Axis, g.Button, or g.Hat so this cannot be locked.
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return gamepaddb.IsStandardButtonPressed(g.sdlID, button, g)
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}
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g.m.Lock()
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defer g.m.Unlock()
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if m := g.native.standardButtonInOwnMapping(button); m != nil {
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return m.Pressed()
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}
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return false
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}
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// Vibrate is concurrent-safe.
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func (g *Gamepad) Vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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g.m.Lock()
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defer g.m.Unlock()
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g.native.vibrate(duration, strongMagnitude, weakMagnitude)
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}
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