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https://github.com/hajimehoshi/ebiten.git
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ca8ee8e23b
Replace singular embedded controller database file with separate generated files for each supported platform. The controller database file is some ~500KB, so this change should reduce the overall binary size per platform.
162 lines
6.2 KiB
Go
162 lines
6.2 KiB
Go
// Copyright 2024 The Ebitengine 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 ignore
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// This program generates platform-specific controller dbs. It can be invoked by running
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// go generate
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package main
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import (
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"bytes"
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_ "embed"
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"fmt"
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"log"
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"os"
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"path/filepath"
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"strings"
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"text/template"
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)
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const license = `// Copyright 2024 The Ebitengine 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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`
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// gamecontrollerdb.txt is downloaded at https://github.com/mdqinc/SDL_GameControllerDB.
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// To update the database file, run:
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//
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// curl --location --remote-name https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/master/gamecontrollerdb.txt
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//go:embed gamecontrollerdb.txt
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var gamecontrollerdb_txt []byte
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// additional GLFW gamepads for Windows
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var additionalGLFWGamepads = []byte(`
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78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
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78696e70757402000000000000000000,XInput Wheel (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
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78696e70757403000000000000000000,XInput Arcade Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
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78696e70757404000000000000000000,XInput Flight Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
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78696e70757405000000000000000000,XInput Dance Pad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
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78696e70757406000000000000000000,XInput Guitar (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
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78696e70757408000000000000000000,XInput Drum Kit (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
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`)
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//go:generate go run gen_dbs.go
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func main() {
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// Follow the standard comment rule (https://pkg.go.dev/cmd/go#hdr-Generate_Go_files_by_processing_source).
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doNotEdit := "// Code generated by gen_dbs.go using 'go generate'. DO NOT EDIT."
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type gamePadPlatform struct {
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genFileName string
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buildTag string
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}
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supported := map[string]gamePadPlatform{
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"Windows": {
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genFileName: "windows",
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buildTag: "//go:build windows && !microsoftgdk",
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},
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"Mac OS X": {
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genFileName: "macos_darwin",
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buildTag: "//go:build darwin && !ios",
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},
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"Linux": {
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genFileName: "linbsd",
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buildTag: "//go:build (freebsd || (linux && !android) || netbsd || openbsd) && !nintendosdk && !playstation5",
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},
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"iOS": {
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genFileName: "ios",
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buildTag: "//go:build ios",
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},
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"Android": {
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genFileName: "android",
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buildTag: "//go:build android",
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},
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}
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tmpl, err := template.ParseFiles("gamepaddb_tmpl.tpl")
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if err != nil {
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log.Fatal(err)
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}
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controllerDbs := splitControllerDb(gamecontrollerdb_txt)
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for sdlName, platform := range supported {
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path := filepath.Join("internal", "gamepaddb", fmt.Sprintf("db_%s.go", platform.genFileName))
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f, err := os.Create(path)
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if err != nil {
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log.Fatal(err)
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}
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defer f.Close()
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controllerDb, ok := controllerDbs[sdlName]
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if !ok {
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log.Fatalf("failed to find controller db for platform %s in gamecontrollerdb_txt", sdlName)
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}
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err = tmpl.Execute(f, struct {
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License string
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DoNotEdit string
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BuildTag string
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SDLPlatform string
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ControllerBytes []byte
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GLFWGamePads []byte
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}{
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License: license,
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DoNotEdit: doNotEdit,
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BuildTag: platform.buildTag,
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SDLPlatform: sdlName,
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ControllerBytes: controllerDb,
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GLFWGamePads: additionalGLFWGamepads,
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})
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if err != nil {
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log.Fatal(err)
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}
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}
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}
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// splitControllerDb maps the game controller db into respective controller definition byte slices for
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// each platform
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func splitControllerDb(controllerDb []byte) map[string][]byte {
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dbs := map[string][]byte{}
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// split at #, skip first 3 header chunks
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chunks := bytes.Split(controllerDb, []byte{'#'})[3:]
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for _, chunk := range chunks {
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// find each platform string
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lines := bytes.Split(chunk, []byte{'\n'})
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if len(lines) == 0 {
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continue
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}
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platform := strings.TrimSpace(string(lines[0]))
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// count platform string len + space + newline
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bytesRead := len(lines[0]) + 1
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dbs[platform] = chunk[bytesRead:]
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}
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return dbs
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}
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