ebiten/internal/gamepad/gamepad_cbackend.go
2022-07-09 15:23:52 +09:00

141 lines
3.3 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 ebitenginecbackend || ebitencbackend
// +build ebitenginecbackend ebitencbackend
package gamepad
import (
"time"
"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
)
type nativeGamepadsImpl struct {
gamepads []cbackend.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 {
g.gamepads = g.gamepads[:0]
g.gamepads = cbackend.AppendGamepads(g.gamepads)
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[gp.ID] = struct{}{}
gamepad := gamepads.find(func(gamepad *Gamepad) bool {
return gamepad.native.(*nativeGamepadImpl).id == gp.ID
})
if gamepad == nil {
gamepad = gamepads.add("", "")
gamepad.native = &nativeGamepadImpl{
id: gp.ID,
standard: gp.Standard,
axisValues: make([]float64, gp.AxisCount),
buttonPressed: make([]bool, gp.ButtonCount),
buttonValues: make([]float64, gp.ButtonCount),
}
}
gamepad.m.Lock()
n := gamepad.native.(*nativeGamepadImpl)
copy(n.axisValues, gp.AxisValues[:])
copy(n.buttonValues, gp.ButtonValues[:])
copy(n.buttonPressed, gp.ButtonPressed[:])
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) 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) 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) {
cbackend.VibrateGamepad(g.id, duration, strongMagnitude, weakMagnitude)
}