ebiten/examples/gamepad/main.go
Hajime Hoshi aa694be6f6 ebiten: Add the standard gamepad layout
This change introduces the standard gamepad layout. This changes adds
these APIs:

  * func HasGamepadStandardLayoutMapping
  * func IsGamepadStandardButtonPressed
  * func GamepadStandardAxisValue
  * type StandardGamepadButton
  * type StandardGamepadAxis

The standard gamepad layout is based on the web standard. See
https://www.w3.org/TR/gamepad/#remapping.

On desktops, the SDL's gamecontrllerdb.txt is used. If the gamepad is
listed in the text file, the mapping works. GLFW's mapping featrue is
not used.

On browsers, the property of a gamepad 'mapping' is used. When the
mapping value is 'standard', the gamepad is recognized to have the
standard mapping.

On mobiles, the implementation is still WIP.

Updates #1557
2021-07-20 01:32:28 +09:00

234 lines
7.5 KiB
Go

// Copyright 2015 Hajime Hoshi
//
// 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 example
// +build example
package main
import (
"fmt"
"log"
"sort"
"strconv"
"strings"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
const (
screenWidth = 640
screenHeight = 480
)
type Game struct {
gamepadIDsBuf []ebiten.GamepadID
gamepadIDs map[ebiten.GamepadID]struct{}
axes map[ebiten.GamepadID][]string
pressedButtons map[ebiten.GamepadID][]string
}
func (g *Game) Update() error {
if g.gamepadIDs == nil {
g.gamepadIDs = map[ebiten.GamepadID]struct{}{}
}
// Log the gamepad connection events.
g.gamepadIDsBuf = inpututil.AppendJustConnectedGamepadIDs(g.gamepadIDsBuf[:0])
for _, id := range g.gamepadIDsBuf {
log.Printf("gamepad connected: id: %d, SDL ID: %s", id, ebiten.GamepadSDLID(id))
g.gamepadIDs[id] = struct{}{}
}
for id := range g.gamepadIDs {
if inpututil.IsGamepadJustDisconnected(id) {
log.Printf("gamepad disconnected: id: %d, SDL ID: %s", id, ebiten.GamepadSDLID(id))
delete(g.gamepadIDs, id)
}
}
g.axes = map[ebiten.GamepadID][]string{}
g.pressedButtons = map[ebiten.GamepadID][]string{}
for id := range g.gamepadIDs {
maxAxis := ebiten.GamepadAxisNum(id)
for a := 0; a < maxAxis; a++ {
v := ebiten.GamepadAxisValue(id, a)
g.axes[id] = append(g.axes[id], fmt.Sprintf("%d:%+0.2f", a, v))
}
maxButton := ebiten.GamepadButton(ebiten.GamepadButtonNum(id))
for b := ebiten.GamepadButton(id); b < maxButton; b++ {
if ebiten.IsGamepadButtonPressed(id, b) {
g.pressedButtons[id] = append(g.pressedButtons[id], strconv.Itoa(int(b)))
}
// Log button events.
if inpututil.IsGamepadButtonJustPressed(id, b) {
log.Printf("button pressed: id: %d, button: %d", id, b)
}
if inpututil.IsGamepadButtonJustReleased(id, b) {
log.Printf("button released: id: %d, button: %d", id, b)
}
}
}
return nil
}
func standardMap(id ebiten.GamepadID) string {
m := ` [FBL] [FBR]
[FTL] [FTR]
[LT] [CC] [RT]
[LL][LR] [CL][CR] [RL][RR]
[LB] [RB]
(LS) (RS)
`
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonRightBottom) {
m = strings.Replace(m, "[RB]", "[**]", 1)
} else {
m = strings.Replace(m, "[RB]", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonRightRight) {
m = strings.Replace(m, "[RR]", "[**]", 1)
} else {
m = strings.Replace(m, "[RR]", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonRightLeft) {
m = strings.Replace(m, "[RL]", "[**]", 1)
} else {
m = strings.Replace(m, "[RL]", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonRightTop) {
m = strings.Replace(m, "[RT]", "[**]", 1)
} else {
m = strings.Replace(m, "[RT]", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonFrontTopLeft) {
m = strings.Replace(m, "[FTL]", "[**]", 1)
} else {
m = strings.Replace(m, "[FTL]", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonFrontTopRight) {
m = strings.Replace(m, "[FTR]", "[**]", 1)
} else {
m = strings.Replace(m, "[FTR]", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonFrontBottomLeft) {
m = strings.Replace(m, "[FBL]", "[**]", 1)
} else {
m = strings.Replace(m, "[FBL]", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonFrontBottomRight) {
m = strings.Replace(m, "[FBR]", "[**]", 1)
} else {
m = strings.Replace(m, "[FBR]", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonCenterLeft) {
m = strings.Replace(m, "[CL]", "[**]", 1)
} else {
m = strings.Replace(m, "[CL]", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonCenterRight) {
m = strings.Replace(m, "[CR]", "[**]", 1)
} else {
m = strings.Replace(m, "[CR]", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftStick) {
m = strings.Replace(m, "(LS)", "[**]", 1)
} else {
m = strings.Replace(m, "(LS)", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonRightStick) {
m = strings.Replace(m, "(RS)", "[**]", 1)
} else {
m = strings.Replace(m, "(RS)", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftBottom) {
m = strings.Replace(m, "[LB]", "[**]", 1)
} else {
m = strings.Replace(m, "[LB]", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftRight) {
m = strings.Replace(m, "[LR]", "[**]", 1)
} else {
m = strings.Replace(m, "[LR]", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftLeft) {
m = strings.Replace(m, "[LL]", "[**]", 1)
} else {
m = strings.Replace(m, "[LL]", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftTop) {
m = strings.Replace(m, "[LT]", "[**]", 1)
} else {
m = strings.Replace(m, "[LT]", "[ ]", 1)
}
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonCenterCenter) {
m = strings.Replace(m, "[CC]", "[**]", 1)
} else {
m = strings.Replace(m, "[CC]", "[ ]", 1)
}
m += fmt.Sprintf(" Left Stick: X: %+0.2f, Y: %+0.2f\n Right Stick: X: %+0.2f, Y: %+0.2f",
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisLeftStickHorizontal),
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisLeftStickVertical),
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickHorizontal),
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickVertical))
return m
}
func (g *Game) Draw(screen *ebiten.Image) {
// Draw the current gamepad status.
str := ""
if len(g.gamepadIDs) > 0 {
ids := make([]ebiten.GamepadID, 0, len(g.gamepadIDs))
for id := range g.gamepadIDs {
ids = append(ids, id)
}
sort.Slice(ids, func(a, b int) bool {
return ids[a] < ids[b]
})
for _, id := range ids {
var standard string
if ebiten.HasGamepadStandardLayoutMapping(id) {
standard = " (Standard Layout)"
}
str += fmt.Sprintf("Gamepad (ID: %d, SDL ID: %s)%s:\n", id, ebiten.GamepadSDLID(id), standard)
str += fmt.Sprintf(" Axes: %s\n", strings.Join(g.axes[id], ", "))
str += fmt.Sprintf(" Buttons: %s\n", strings.Join(g.pressedButtons[id], ", "))
if ebiten.HasGamepadStandardLayoutMapping(id) {
str += "\n"
str += standardMap(id)
str += "\n"
}
str += "\n"
}
} else {
str = "Please connect your gamepad."
}
ebitenutil.DebugPrint(screen, str)
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return screenWidth, screenHeight
}
func main() {
ebiten.SetWindowSize(screenWidth, screenHeight)
ebiten.SetWindowTitle("Gamepad (Ebiten Demo)")
if err := ebiten.RunGame(&Game{}); err != nil {
log.Fatal(err)
}
}