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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
162 lines
4.6 KiB
Go
162 lines
4.6 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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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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)
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func AddAndroidGamepad(androidDeviceID int, name, sdlID string, axisCount, hatCount int) {
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theGamepads.addAndroidGamepad(androidDeviceID, name, sdlID, axisCount, hatCount)
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}
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func RemoveAndroidGamepad(androidDeviceID int) {
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theGamepads.removeAndroidGamepad(androidDeviceID)
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}
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func UpdateAndroidGamepadAxis(androidDeviceID int, axis int, value float64) {
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theGamepads.updateAndroidGamepadAxis(androidDeviceID, axis, value)
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}
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func UpdateAndroidGamepadButton(androidDeviceID int, button Button, pressed bool) {
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theGamepads.updateAndroidGamepadButton(androidDeviceID, button, pressed)
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}
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func UpdateAndroidGamepadHat(androidDeviceID int, hat int, xValue, yValue int) {
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theGamepads.updateAndroidGamepadHat(androidDeviceID, hat, xValue, yValue)
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}
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func (g *gamepads) addAndroidGamepad(androidDeviceID int, name, sdlID string, axisCount, hatCount int) {
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g.m.Lock()
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defer g.m.Unlock()
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gp := g.add(name, sdlID)
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gp.native = &nativeGamepadImpl{
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androidDeviceID: androidDeviceID,
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axesReady: make([]bool, axisCount),
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axes: make([]float64, axisCount),
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buttons: make([]bool, gamepaddb.SDLControllerButtonMax+1),
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hats: make([]int, hatCount),
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}
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}
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func (g *gamepads) removeAndroidGamepad(androidDeviceID int) {
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g.m.Lock()
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defer g.m.Unlock()
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g.remove(func(gamepad *Gamepad) bool {
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return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
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})
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}
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func (g *gamepads) updateAndroidGamepadAxis(androidDeviceID int, axis int, value float64) {
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g.m.Lock()
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defer g.m.Unlock()
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gp := g.find(func(gamepad *Gamepad) bool {
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return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
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})
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if gp == nil {
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return
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}
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gp.updateAndroidGamepadAxis(axis, value)
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}
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func (g *gamepads) updateAndroidGamepadButton(androidDeviceID int, button Button, pressed bool) {
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g.m.Lock()
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defer g.m.Unlock()
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gp := g.find(func(gamepad *Gamepad) bool {
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return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
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})
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if gp == nil {
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return
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}
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gp.updateAndroidGamepadButton(button, pressed)
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}
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func (g *gamepads) updateAndroidGamepadHat(androidDeviceID int, hat int, xValue, yValue int) {
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g.m.Lock()
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defer g.m.Unlock()
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gp := g.find(func(gamepad *Gamepad) bool {
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return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
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})
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if gp == nil {
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return
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}
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gp.updateAndroidGamepadHat(hat, xValue, yValue)
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}
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func (g *Gamepad) updateAndroidGamepadAxis(axis int, value float64) {
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g.m.Lock()
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defer g.m.Unlock()
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n := g.native.(*nativeGamepadImpl)
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if axis < 0 || axis >= len(n.axes) {
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return
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}
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n.axes[axis] = value
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// MotionEvent with 0 value can be sent when a gamepad is connected even though an axis is not touched (#2598).
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// This is problematic when an axis is a trigger button where -1 should be the default value.
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// When MotionEvent with non-0 value is sent, it seems fine to assume that the axis is actually touched and ready.
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if value != 0 {
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n.axesReady[axis] = true
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}
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}
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func (g *Gamepad) updateAndroidGamepadButton(button Button, pressed bool) {
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g.m.Lock()
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defer g.m.Unlock()
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n := g.native.(*nativeGamepadImpl)
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if button < 0 || int(button) >= len(n.buttons) {
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return
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}
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n.buttons[button] = pressed
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}
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func (g *Gamepad) updateAndroidGamepadHat(hat int, xValue, yValue int) {
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g.m.Lock()
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defer g.m.Unlock()
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n := g.native.(*nativeGamepadImpl)
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if hat < 0 || hat >= len(n.hats) {
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return
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}
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var v int
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switch {
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case xValue < 0:
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v |= hatLeft
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case xValue > 0:
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v |= hatRight
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}
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switch {
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case yValue < 0:
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v |= hatUp
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case yValue > 0:
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v |= hatDown
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}
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n.hats[hat] = v
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// Update the gamepad buttons in addition to hats.
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// See https://github.com/libsdl-org/SDL/blob/47f2373dc13b66c48bf4024fcdab53cd0bdd59bb/src/joystick/android/SDL_sysjoystick.c#L290-L301
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n.buttons[gamepaddb.SDLControllerButtonDpadLeft] = v&hatLeft != 0
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n.buttons[gamepaddb.SDLControllerButtonDpadRight] = v&hatRight != 0
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n.buttons[gamepaddb.SDLControllerButtonDpadUp] = v&hatUp != 0
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n.buttons[gamepaddb.SDLControllerButtonDpadDown] = v&hatDown != 0
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}
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