mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-15 07:27:32 +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
215 lines
5.3 KiB
Go
215 lines
5.3 KiB
Go
// Copyright 2022 The Ebiten 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 (
|
|
"encoding/hex"
|
|
"syscall/js"
|
|
"time"
|
|
|
|
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
|
|
)
|
|
|
|
var (
|
|
object = js.Global().Get("Object")
|
|
)
|
|
|
|
type nativeGamepadsImpl struct {
|
|
indices map[int]struct{}
|
|
}
|
|
|
|
func newNativeGamepadsImpl() nativeGamepads {
|
|
return &nativeGamepadsImpl{}
|
|
}
|
|
|
|
func (g *nativeGamepadsImpl) init(gamepads *gamepads) error {
|
|
return nil
|
|
}
|
|
|
|
func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
|
|
// TODO: Use the gamepad events instead of navigator.getGamepads.
|
|
|
|
defer func() {
|
|
for k := range g.indices {
|
|
delete(g.indices, k)
|
|
}
|
|
}()
|
|
|
|
nav := js.Global().Get("navigator")
|
|
if !nav.Truthy() {
|
|
return nil
|
|
}
|
|
|
|
// getGamepads might not exist under a non-secure context (#2100).
|
|
if !nav.Get("getGamepads").Truthy() {
|
|
js.Global().Get("console").Call("warn", "navigator.getGamepads is not available. This might require a secure (HTTPS) context.")
|
|
return nil
|
|
}
|
|
|
|
gps := nav.Call("getGamepads")
|
|
if !gps.Truthy() {
|
|
return nil
|
|
}
|
|
|
|
l := gps.Length()
|
|
for idx := 0; idx < l; idx++ {
|
|
gp := gps.Index(idx)
|
|
if !gp.Truthy() {
|
|
continue
|
|
}
|
|
index := gp.Get("index").Int()
|
|
|
|
if g.indices == nil {
|
|
g.indices = map[int]struct{}{}
|
|
}
|
|
g.indices[index] = struct{}{}
|
|
|
|
// The gamepad is not registered yet, register this.
|
|
gamepad := gamepads.find(func(gamepad *Gamepad) bool {
|
|
return index == gamepad.native.(*nativeGamepadImpl).index
|
|
})
|
|
if gamepad == nil {
|
|
name := gp.Get("id").String()
|
|
|
|
// This emulates the implementation of EMSCRIPTEN_JoystickGetDeviceGUID.
|
|
// https://github.com/libsdl-org/SDL/blob/0e9560aea22818884921e5e5064953257bfe7fa7/src/joystick/emscripten/SDL_sysjoystick.c#L385
|
|
var sdlID [16]byte
|
|
copy(sdlID[:], []byte(name))
|
|
|
|
gamepad = gamepads.add(name, hex.EncodeToString(sdlID[:]))
|
|
gamepad.native = &nativeGamepadImpl{
|
|
index: index,
|
|
mapping: gp.Get("mapping").String(),
|
|
}
|
|
}
|
|
gamepad.native.(*nativeGamepadImpl).value = gp
|
|
}
|
|
|
|
// Remove an unused gamepads.
|
|
gamepads.remove(func(gamepad *Gamepad) bool {
|
|
_, ok := g.indices[gamepad.native.(*nativeGamepadImpl).index]
|
|
return !ok
|
|
})
|
|
|
|
return nil
|
|
}
|
|
|
|
type nativeGamepadImpl struct {
|
|
value js.Value
|
|
index int
|
|
mapping string
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
|
|
return g.mapping == "standard"
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
|
|
if !g.hasOwnStandardLayoutMapping() {
|
|
return nil
|
|
}
|
|
if axis < 0 || int(axis) >= g.axisCount() {
|
|
return nil
|
|
}
|
|
return axisMappingInput{g: g, axis: int(axis)}
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
|
|
if !g.hasOwnStandardLayoutMapping() {
|
|
return nil
|
|
}
|
|
if button < 0 || int(button) >= g.buttonCount() {
|
|
return nil
|
|
}
|
|
return buttonMappingInput{g: g, button: int(button)}
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) update(gamepads *gamepads) error {
|
|
return nil
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) axisCount() int {
|
|
return g.value.Get("axes").Length()
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) buttonCount() int {
|
|
return g.value.Get("buttons").Length()
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) hatCount() int {
|
|
return 0
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) isAxisReady(axis int) bool {
|
|
return axis >= 0 && axis < g.axisCount()
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) axisValue(axis int) float64 {
|
|
axes := g.value.Get("axes")
|
|
if axis < 0 || axis >= axes.Length() {
|
|
return 0
|
|
}
|
|
return axes.Index(axis).Float()
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) buttonValue(button int) float64 {
|
|
buttons := g.value.Get("buttons")
|
|
if button < 0 || button >= buttons.Length() {
|
|
return 0
|
|
}
|
|
return buttons.Index(button).Get("value").Float()
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
|
|
buttons := g.value.Get("buttons")
|
|
if button < 0 || button >= buttons.Length() {
|
|
return false
|
|
}
|
|
return buttons.Index(button).Get("pressed").Bool()
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) hatState(hat int) int {
|
|
return hatCentered
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
|
// vibrationActuator is available on Chrome.
|
|
if va := g.value.Get("vibrationActuator"); va.Truthy() {
|
|
if !va.Get("playEffect").Truthy() {
|
|
return
|
|
}
|
|
|
|
prop := object.New()
|
|
prop.Set("startDelay", 0)
|
|
prop.Set("duration", float64(duration/time.Millisecond))
|
|
prop.Set("strongMagnitude", strongMagnitude)
|
|
prop.Set("weakMagnitude", weakMagnitude)
|
|
va.Call("playEffect", "dual-rumble", prop)
|
|
return
|
|
}
|
|
|
|
// hapticActuators is available on Firefox.
|
|
if ha := g.value.Get("hapticActuators"); ha.Truthy() {
|
|
// TODO: Is this order correct?
|
|
if ha.Length() > 0 {
|
|
ha.Index(0).Call("pulse", strongMagnitude, float64(duration/time.Millisecond))
|
|
}
|
|
if ha.Length() > 1 {
|
|
ha.Index(1).Call("pulse", weakMagnitude, float64(duration/time.Millisecond))
|
|
}
|
|
return
|
|
}
|
|
}
|