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https://github.com/hajimehoshi/ebiten.git
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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
181 lines
4.4 KiB
Go
181 lines
4.4 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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//go:build nintendosdk
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package gamepad
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// #cgo !darwin LDFLAGS: -Wl,-unresolved-symbols=ignore-all
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// #cgo darwin LDFLAGS: -Wl,-undefined,dynamic_lookup
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//
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// #include "gamepad_nintendosdk.h"
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import "C"
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import (
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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)
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type nativeGamepadsImpl struct {
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gamepads []C.struct_Gamepad
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ids map[int]struct{}
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}
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func newNativeGamepadsImpl() nativeGamepads {
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return &nativeGamepadsImpl{}
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}
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func (*nativeGamepadsImpl) init(gamepads *gamepads) error {
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return nil
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}
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func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
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C.ebitengine_UpdateGamepads()
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g.gamepads = g.gamepads[:0]
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if n := int(C.ebitengine_GetGamepadCount()); n > 0 {
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if cap(g.gamepads) < n {
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g.gamepads = make([]C.struct_Gamepad, n)
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} else {
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g.gamepads = g.gamepads[:n]
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}
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C.ebitengine_GetGamepads(&g.gamepads[0])
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}
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for id := range g.ids {
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delete(g.ids, id)
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}
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for _, gp := range g.gamepads {
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if g.ids == nil {
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g.ids = map[int]struct{}{}
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}
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g.ids[int(gp.id)] = struct{}{}
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gamepad := gamepads.find(func(gamepad *Gamepad) bool {
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return gamepad.native.(*nativeGamepadImpl).id == int(gp.id)
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})
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if gamepad == nil {
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gamepad = gamepads.add("", "")
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gamepad.native = &nativeGamepadImpl{
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id: int(gp.id),
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standard: bool(gp.standard != 0),
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axisValues: make([]float64, gp.axis_count),
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buttonPressed: make([]bool, gp.button_count),
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buttonValues: make([]float64, gp.button_count),
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}
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}
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gamepad.m.Lock()
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n := gamepad.native.(*nativeGamepadImpl)
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for i := range n.axisValues {
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n.axisValues[i] = float64(gp.axis_values[i])
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}
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for i := range n.buttonValues {
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n.buttonValues[i] = float64(gp.button_values[i])
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}
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for i := range n.buttonPressed {
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n.buttonPressed[i] = gp.button_pressed[i] != 0
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}
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gamepad.m.Unlock()
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}
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// Remove an unused gamepads.
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gamepads.remove(func(gamepad *Gamepad) bool {
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_, ok := g.ids[gamepad.native.(*nativeGamepadImpl).id]
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return !ok
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})
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return nil
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}
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type nativeGamepadImpl struct {
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id int
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standard bool
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axisValues []float64
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buttonPressed []bool
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buttonValues []float64
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}
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func (*nativeGamepadImpl) update(gamepad *gamepads) error {
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return nil
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}
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func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
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return g.standard
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}
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func (g *nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
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// TODO: Implement this on the C side.
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if axis < 0 || int(axis) >= len(g.axisValues) {
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return nil
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}
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return axisMappingInput{g: g, axis: int(axis)}
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}
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func (g *nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
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// TODO: Implement this on the C side.
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if button < 0 || int(button) >= len(g.buttonValues) {
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return nil
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}
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return buttonMappingInput{g: g, button: int(button)}
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}
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func (g *nativeGamepadImpl) axisCount() int {
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return len(g.axisValues)
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}
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func (g *nativeGamepadImpl) buttonCount() int {
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return len(g.buttonValues)
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}
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func (g *nativeGamepadImpl) hatCount() int {
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return 0
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}
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func (g *nativeGamepadImpl) isAxisReady(axis int) bool {
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return axis >= 0 && axis < g.axisCount()
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}
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func (g *nativeGamepadImpl) axisValue(axis int) float64 {
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if axis < 0 || axis >= len(g.axisValues) {
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return 0
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}
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return g.axisValues[axis]
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}
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func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
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if button < 0 || button >= len(g.buttonPressed) {
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return false
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}
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return g.buttonPressed[button]
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}
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func (g *nativeGamepadImpl) buttonValue(button int) float64 {
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if button < 0 || button >= len(g.buttonValues) {
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return 0
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}
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return g.buttonValues[button]
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}
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func (*nativeGamepadImpl) hatState(hat int) int {
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return hatCentered
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}
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func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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C.ebitengine_VibrateGamepad(C.int(g.id), C.double(float64(duration)/float64(time.Second)), C.double(strongMagnitude), C.double(weakMagnitude))
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}
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