mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 06:57:27 +01:00
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
266 lines
7.3 KiB
Go
266 lines
7.3 KiB
Go
// Copyright 2022 The Ebitengine 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.
|
|
|
|
package gamepad
|
|
|
|
import (
|
|
"time"
|
|
"unsafe"
|
|
|
|
"golang.org/x/sys/windows"
|
|
|
|
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
|
|
)
|
|
|
|
func standardButtonToGamepadInputGamepadButton(b gamepaddb.StandardButton) (_GameInputGamepadButtons, bool) {
|
|
switch b {
|
|
case gamepaddb.StandardButtonRightBottom:
|
|
return _GameInputGamepadA, true
|
|
case gamepaddb.StandardButtonRightRight:
|
|
return _GameInputGamepadB, true
|
|
case gamepaddb.StandardButtonRightLeft:
|
|
return _GameInputGamepadX, true
|
|
case gamepaddb.StandardButtonRightTop:
|
|
return _GameInputGamepadY, true
|
|
case gamepaddb.StandardButtonFrontTopLeft:
|
|
return _GameInputGamepadLeftShoulder, true
|
|
case gamepaddb.StandardButtonFrontTopRight:
|
|
return _GameInputGamepadRightShoulder, true
|
|
case gamepaddb.StandardButtonFrontBottomLeft:
|
|
return 0, false // Use leftTrigger instead.
|
|
case gamepaddb.StandardButtonFrontBottomRight:
|
|
return 0, false // Use rightTrigger instead.
|
|
case gamepaddb.StandardButtonCenterLeft:
|
|
return _GameInputGamepadView, true
|
|
case gamepaddb.StandardButtonCenterRight:
|
|
return _GameInputGamepadMenu, true
|
|
case gamepaddb.StandardButtonLeftStick:
|
|
return _GameInputGamepadLeftThumbstick, true
|
|
case gamepaddb.StandardButtonRightStick:
|
|
return _GameInputGamepadRightThumbstick, true
|
|
case gamepaddb.StandardButtonLeftTop:
|
|
return _GameInputGamepadDPadUp, true
|
|
case gamepaddb.StandardButtonLeftBottom:
|
|
return _GameInputGamepadDPadDown, true
|
|
case gamepaddb.StandardButtonLeftLeft:
|
|
return _GameInputGamepadDPadLeft, true
|
|
case gamepaddb.StandardButtonLeftRight:
|
|
return _GameInputGamepadDPadRight, true
|
|
case gamepaddb.StandardButtonCenterCenter:
|
|
return 0, false
|
|
}
|
|
return 0, false
|
|
}
|
|
|
|
type nativeGamepadsXbox struct {
|
|
gameInput *_IGameInput
|
|
deviceCallbackPtr uintptr
|
|
token _GameInputCallbackToken
|
|
}
|
|
|
|
func (n *nativeGamepadsXbox) init(gamepads *gamepads) error {
|
|
g, err := _GameInputCreate()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
n.gameInput = g
|
|
n.deviceCallbackPtr = windows.NewCallbackCDecl(n.deviceCallback)
|
|
|
|
if err := n.gameInput.RegisterDeviceCallback(
|
|
nil,
|
|
_GameInputKindGamepad,
|
|
_GameInputDeviceConnected,
|
|
_GameInputBlockingEnumeration,
|
|
unsafe.Pointer(gamepads),
|
|
n.deviceCallbackPtr,
|
|
&n.token,
|
|
); err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func (n *nativeGamepadsXbox) update(gamepads *gamepads) error {
|
|
return nil
|
|
}
|
|
|
|
func (n *nativeGamepadsXbox) deviceCallback(callbackToken _GameInputCallbackToken, context unsafe.Pointer, device *_IGameInputDevice, timestamp uint64, currentStatus _GameInputDeviceStatus, previousStatus _GameInputDeviceStatus) uintptr {
|
|
gps := (*gamepads)(context)
|
|
|
|
// Connected.
|
|
if currentStatus&_GameInputDeviceConnected != 0 {
|
|
// TODO: Give a good name and a SDL ID.
|
|
gp := gps.add("", "00000000000000000000000000000000")
|
|
gp.native = &nativeGamepadXbox{
|
|
gameInputDevice: device,
|
|
}
|
|
return 0
|
|
}
|
|
|
|
// Disconnected.
|
|
gps.remove(func(gamepad *Gamepad) bool {
|
|
return gamepad.native.(*nativeGamepadXbox).gameInputDevice == device
|
|
})
|
|
|
|
return 0
|
|
}
|
|
|
|
type nativeGamepadXbox struct {
|
|
gameInputDevice *_IGameInputDevice
|
|
state _GameInputGamepadState
|
|
|
|
vib bool
|
|
vibEnd time.Time
|
|
}
|
|
|
|
func (n *nativeGamepadXbox) update(gamepads *gamepads) error {
|
|
gameInput := gamepads.native.(*nativeGamepadsXbox).gameInput
|
|
r, err := gameInput.GetCurrentReading(_GameInputKindGamepad, n.gameInputDevice)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
defer r.Release()
|
|
|
|
state, ok := r.GetGamepadState()
|
|
if !ok {
|
|
n.state = _GameInputGamepadState{}
|
|
return nil
|
|
}
|
|
n.state = state
|
|
|
|
if n.vib && time.Now().Sub(n.vibEnd) >= 0 {
|
|
n.gameInputDevice.SetRumbleState(&_GameInputRumbleParams{
|
|
lowFrequency: 0,
|
|
highFrequency: 0,
|
|
}, 0)
|
|
n.vib = false
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (n *nativeGamepadXbox) hasOwnStandardLayoutMapping() bool {
|
|
return true
|
|
}
|
|
|
|
func (n *nativeGamepadXbox) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
|
|
switch axis {
|
|
case gamepaddb.StandardAxisLeftStickHorizontal,
|
|
gamepaddb.StandardAxisLeftStickVertical,
|
|
gamepaddb.StandardAxisRightStickHorizontal,
|
|
gamepaddb.StandardAxisRightStickVertical:
|
|
return axisMappingInput{g: n, axis: int(axis)}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func (n *nativeGamepadXbox) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
|
|
switch button {
|
|
case gamepaddb.StandardButtonFrontBottomLeft,
|
|
gamepaddb.StandardButtonFrontBottomRight:
|
|
return buttonMappingInput{g: n, button: int(button)}
|
|
}
|
|
if _, ok := standardButtonToGamepadInputGamepadButton(button); !ok {
|
|
return nil
|
|
}
|
|
return buttonMappingInput{g: n, button: int(button)}
|
|
}
|
|
|
|
func (n *nativeGamepadXbox) axisCount() int {
|
|
return int(gamepaddb.StandardAxisMax) + 1
|
|
}
|
|
|
|
func (n *nativeGamepadXbox) buttonCount() int {
|
|
return int(gamepaddb.StandardButtonMax) + 1
|
|
}
|
|
|
|
func (n *nativeGamepadXbox) hatCount() int {
|
|
return 0
|
|
}
|
|
|
|
func (g *nativeGamepadXbox) isAxisReady(axis int) bool {
|
|
return axis >= 0 && axis < g.axisCount()
|
|
}
|
|
|
|
func (n *nativeGamepadXbox) axisValue(axis int) float64 {
|
|
switch gamepaddb.StandardAxis(axis) {
|
|
case gamepaddb.StandardAxisLeftStickHorizontal:
|
|
return float64(n.state.leftThumbstickX)
|
|
case gamepaddb.StandardAxisLeftStickVertical:
|
|
return -float64(n.state.leftThumbstickY)
|
|
case gamepaddb.StandardAxisRightStickHorizontal:
|
|
return float64(n.state.rightThumbstickX)
|
|
case gamepaddb.StandardAxisRightStickVertical:
|
|
return -float64(n.state.rightThumbstickY)
|
|
}
|
|
return 0
|
|
}
|
|
|
|
func (n *nativeGamepadXbox) buttonValue(button int) float64 {
|
|
switch gamepaddb.StandardButton(button) {
|
|
case gamepaddb.StandardButtonFrontBottomLeft:
|
|
return float64(n.state.leftTrigger)
|
|
case gamepaddb.StandardButtonFrontBottomRight:
|
|
return float64(n.state.rightTrigger)
|
|
}
|
|
b, ok := standardButtonToGamepadInputGamepadButton(gamepaddb.StandardButton(button))
|
|
if !ok {
|
|
return 0
|
|
}
|
|
if n.state.buttons&b != 0 {
|
|
return 1
|
|
}
|
|
return 0
|
|
}
|
|
|
|
func (n *nativeGamepadXbox) isButtonPressed(button int) bool {
|
|
switch gamepaddb.StandardButton(button) {
|
|
case gamepaddb.StandardButtonFrontBottomLeft:
|
|
return n.state.leftTrigger > gamepaddb.ButtonPressedThreshold
|
|
case gamepaddb.StandardButtonFrontBottomRight:
|
|
return n.state.rightTrigger > gamepaddb.ButtonPressedThreshold
|
|
}
|
|
|
|
b, ok := standardButtonToGamepadInputGamepadButton(gamepaddb.StandardButton(button))
|
|
if !ok {
|
|
return false
|
|
}
|
|
if n.state.buttons&b != 0 {
|
|
return true
|
|
}
|
|
return false
|
|
}
|
|
|
|
func (n *nativeGamepadXbox) hatState(hat int) int {
|
|
return 0
|
|
}
|
|
|
|
func (n *nativeGamepadXbox) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
|
if strongMagnitude <= 0 && weakMagnitude <= 0 {
|
|
n.vib = false
|
|
n.gameInputDevice.SetRumbleState(&_GameInputRumbleParams{
|
|
lowFrequency: 0,
|
|
highFrequency: 0,
|
|
}, 0)
|
|
return
|
|
}
|
|
n.vib = true
|
|
n.vibEnd = time.Now().Add(duration)
|
|
n.gameInputDevice.SetRumbleState(&_GameInputRumbleParams{
|
|
lowFrequency: float32(strongMagnitude),
|
|
highFrequency: float32(weakMagnitude),
|
|
}, 0)
|
|
}
|