mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
aa694be6f6
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
380 lines
8.3 KiB
Go
380 lines
8.3 KiB
Go
// Copyright 2021 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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// gamecontrollerdb.txt is downloaded at https://github.com/gabomdq/SDL_GameControllerDB.
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//go:generate file2byteslice -package gamepaddb -input=./gamecontrollerdb.txt -output=./gamecontrollerdb.txt.go -var=gamecontrollerdbTxt
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package gamepaddb
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import (
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"bufio"
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"bytes"
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"fmt"
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"io"
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"runtime"
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"strconv"
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"strings"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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)
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type platform int
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const (
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platformUnknown platform = iota
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platformWindows
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platformMacOS
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platformUnix
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platformAndroid
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platformIOS
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)
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func init() {
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var currentPlatform platform
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if runtime.GOOS == "windows" {
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currentPlatform = platformWindows
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} else if runtime.GOOS == "aix" ||
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runtime.GOOS == "dragonfly" ||
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runtime.GOOS == "freebsd" ||
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runtime.GOOS == "hurd" ||
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runtime.GOOS == "illumos" ||
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runtime.GOOS == "linux" ||
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runtime.GOOS == "netbsd" ||
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runtime.GOOS == "openbsd" ||
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runtime.GOOS == "solaris" {
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currentPlatform = platformUnix
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} else if runtime.GOOS == "android" {
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currentPlatform = platformAndroid
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} else if isIOS {
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currentPlatform = platformIOS
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} else if runtime.GOOS == "darwin" {
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currentPlatform = platformMacOS
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}
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if currentPlatform == platformUnknown {
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return
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}
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r := bufio.NewReader(bytes.NewReader(gamecontrollerdbTxt))
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for {
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line, err := r.ReadString('\n')
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if err != nil && err != io.EOF {
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panic(err)
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}
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if err := processLine(line, currentPlatform); err != nil {
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panic(err)
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}
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if err == io.EOF {
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break
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}
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}
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}
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type mappingType int
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const (
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mappingTypeButton mappingType = iota
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mappingTypeAxis
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mappingTypeHat
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)
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const (
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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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)
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type mapping struct {
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Type mappingType
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Index int
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AxisScale int
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AxisOffset int
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HatState int
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}
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var (
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gamepadButtonMappings = map[string]map[driver.StandardGamepadButton]*mapping{}
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gamepadAxisMappings = map[string]map[driver.StandardGamepadAxis]*mapping{}
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)
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func processLine(line string, platform platform) error {
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line = strings.TrimSpace(line)
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if len(line) == 0 {
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return nil
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}
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if line[0] == '#' {
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return nil
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}
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tokens := strings.Split(line, ",")
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id := tokens[0]
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for _, token := range tokens[2:] {
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if len(token) == 0 {
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continue
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}
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tks := strings.Split(token, ":")
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if tks[0] == "platform" {
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switch tks[1] {
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case "Windows":
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if platform != platformWindows {
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return nil
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}
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case "Mac OS X":
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if platform != platformMacOS {
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return nil
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}
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case "Linux":
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if platform != platformUnix {
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return nil
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}
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case "Android":
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if platform != platformAndroid {
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return nil
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}
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case "iOS":
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if platform != platformIOS {
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return nil
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}
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default:
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return fmt.Errorf("gamepaddb: unexpected platform: %s", tks[1])
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}
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continue
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}
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gb, err := parseMappingElement(tks[1])
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if err != nil {
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return err
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}
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if b, ok := toStandardGamepadButton(tks[0]); ok {
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m, ok := gamepadButtonMappings[id]
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if !ok {
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m = map[driver.StandardGamepadButton]*mapping{}
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gamepadButtonMappings[id] = m
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}
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m[b] = gb
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continue
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}
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if a, ok := toStandardGamepadAxis(tks[0]); ok {
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m, ok := gamepadAxisMappings[id]
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if !ok {
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m = map[driver.StandardGamepadAxis]*mapping{}
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gamepadAxisMappings[id] = m
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}
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m[a] = gb
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continue
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}
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// The buttons like "misc1" are ignored so far.
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// There is no corresponding button in the Web standard gamepad layout.
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}
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return nil
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}
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func parseMappingElement(str string) (*mapping, error) {
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switch {
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case str[0] == 'a' || strings.HasPrefix(str, "+a") || strings.HasPrefix(str, "-a"):
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min := -1
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max := 1
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numstr := str[1:]
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if str[0] == '+' {
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numstr = str[2:]
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min = 0
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} else if str[0] == '-' {
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numstr = str[2:]
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max = 0
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}
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scale := 2 / (max - min)
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offset := -(max + min)
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if numstr[len(numstr)-1] == '~' {
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numstr = numstr[:len(numstr)-1]
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scale = -scale
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offset = -offset
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}
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index, err := strconv.Atoi(numstr)
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if err != nil {
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return nil, err
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}
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return &mapping{
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Type: mappingTypeAxis,
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Index: index,
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AxisScale: scale,
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AxisOffset: offset,
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}, nil
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case str[0] == 'b':
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index, err := strconv.Atoi(str[1:])
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if err != nil {
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return nil, err
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}
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return &mapping{
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Type: mappingTypeButton,
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Index: index,
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}, nil
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case str[0] == 'h':
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tokens := strings.Split(str[1:], ".")
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if len(tokens) < 2 {
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return nil, fmt.Errorf("gamepaddb: unexpected hat: %s", str)
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}
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index, err := strconv.Atoi(tokens[0])
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if err != nil {
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return nil, err
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}
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hat, err := strconv.Atoi(tokens[1])
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if err != nil {
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return nil, err
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}
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return &mapping{
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Type: mappingTypeHat,
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Index: index,
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HatState: hat,
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}, nil
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}
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return nil, fmt.Errorf("gamepaddb: unepxected mapping: %s", str)
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}
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func toStandardGamepadButton(str string) (driver.StandardGamepadButton, bool) {
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switch str {
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case "a":
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return driver.StandardGamepadButtonRightBottom, true
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case "b":
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return driver.StandardGamepadButtonRightRight, true
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case "x":
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return driver.StandardGamepadButtonRightLeft, true
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case "y":
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return driver.StandardGamepadButtonRightTop, true
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case "back":
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return driver.StandardGamepadButtonCenterLeft, true
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case "start":
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return driver.StandardGamepadButtonCenterRight, true
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case "guide":
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return driver.StandardGamepadButtonCenterCenter, true
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case "leftshoulder":
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return driver.StandardGamepadButtonFrontTopLeft, true
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case "rightshoulder":
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return driver.StandardGamepadButtonFrontTopRight, true
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case "leftstick":
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return driver.StandardGamepadButtonLeftStick, true
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case "rightstick":
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return driver.StandardGamepadButtonRightStick, true
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case "dpup":
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return driver.StandardGamepadButtonLeftTop, true
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case "dpright":
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return driver.StandardGamepadButtonLeftRight, true
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case "dpdown":
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return driver.StandardGamepadButtonLeftBottom, true
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case "dpleft":
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return driver.StandardGamepadButtonLeftLeft, true
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case "lefttrigger":
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return driver.StandardGamepadButtonFrontBottomLeft, true
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case "righttrigger":
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return driver.StandardGamepadButtonFrontBottomRight, true
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default:
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return 0, false
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}
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}
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func toStandardGamepadAxis(str string) (driver.StandardGamepadAxis, bool) {
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switch str {
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case "leftx":
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return driver.StandardGamepadAxisLeftStickHorizontal, true
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case "lefty":
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return driver.StandardGamepadAxisLeftStickVertical, true
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case "rightx":
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return driver.StandardGamepadAxisRightStickHorizontal, true
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case "righty":
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return driver.StandardGamepadAxisRightStickVertical, true
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default:
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return 0, false
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}
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}
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func HasStandardLayoutMapping(id string) bool {
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if _, ok := gamepadButtonMappings[id]; ok {
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return true
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}
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if _, ok := gamepadAxisMappings[id]; ok {
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return true
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}
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return false
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}
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type GamepadState interface {
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Axis(index int) float64
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Button(index int) bool
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Hat(index int) int
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}
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func AxisValue(id string, axis driver.StandardGamepadAxis, state GamepadState) float64 {
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mappings, ok := gamepadAxisMappings[id]
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if !ok {
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return 0
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}
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switch m := mappings[axis]; m.Type {
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case mappingTypeAxis:
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v := state.Axis(m.Index)*float64(m.AxisScale) + float64(m.AxisOffset)
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if v > 1 {
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return 1
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} else if v < -1 {
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return -1
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}
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return v
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case mappingTypeButton:
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if state.Button(m.Index) {
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return 1
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} else {
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return -1
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}
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case mappingTypeHat:
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if state.Hat(m.Index)&m.HatState != 0 {
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return 1
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} else {
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return -1
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}
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}
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return 0
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}
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func IsButtonPressed(id string, button driver.StandardGamepadButton, state GamepadState) bool {
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mappings, ok := gamepadButtonMappings[id]
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if !ok {
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return false
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}
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switch m := mappings[button]; m.Type {
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case mappingTypeAxis:
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v := state.Axis(m.Index)*float64(m.AxisScale) + float64(m.AxisOffset)
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if m.AxisOffset < 0 || m.AxisOffset == 0 && m.AxisScale > 0 {
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return v >= 0
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} else {
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return v <= 0
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}
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case mappingTypeButton:
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return state.Button(m.Index)
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case mappingTypeHat:
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return state.Hat(m.Index)&m.HatState != 0
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}
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return false
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}
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