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https://github.com/hajimehoshi/ebiten.git
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06c141475c
Implements native standard layout for Linux gamepads by using the kernel-provided button IDs, thereby expanding support to gamepads not listed in gamecontrollerdb.txt. Linux's docs: https://www.kernel.org/doc/Documentation/input/gamepad.txt SDL2's source: https://fossies.org/linux/SDL2/src/joystick/linux/SDL_sysjoystick.c#l_1740 Note that I am NOT 100% convinced about the X/Y swap between Xbox and PlayStation controllers - the Xbox compatible pad I have however does have BTN_NORTH and BTN_WEST swapped (and thus BTN_X and BTN_Y assigned right), which confirms SDL's logic and opposes the kernel docs. Tested with this gamepad: "20d6:2802 BDA Xbox ONE Core controller", label says "PowerA Model 1508491-02" - even after clearing out gamecontrollerdb.txt, examples/gamepad shows a 100% correct mapping. Closes #2052
626 lines
18 KiB
Go
626 lines
18 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 !android && !nintendosdk
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package gamepad
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import (
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"fmt"
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"os"
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"path/filepath"
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"regexp"
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"runtime"
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"time"
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"unsafe"
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"golang.org/x/sys/unix"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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)
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const dirName = "/dev/input"
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var reEvent = regexp.MustCompile(`^event[0-9]+$`)
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func isBitSet(s []byte, bit int) bool {
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return s[bit/8]&(1<<(bit%8)) != 0
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}
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type nativeGamepadsImpl struct {
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inotify int
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watch int
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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 (g *nativeGamepadsImpl) init(gamepads *gamepads) error {
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// Check the existence of the directory `dirName`.
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var stat unix.Stat_t
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if err := unix.Stat(dirName, &stat); err != nil {
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if err == unix.ENOENT {
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return nil
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}
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return fmt.Errorf("gamepad: Stat failed: %w", err)
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}
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if stat.Mode&unix.S_IFDIR == 0 {
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return nil
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}
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inotify, err := unix.InotifyInit1(unix.IN_NONBLOCK | unix.IN_CLOEXEC)
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if err != nil {
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return fmt.Errorf("gamepad: InotifyInit1 failed: %w", err)
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}
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g.inotify = inotify
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if g.inotify > 0 {
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// Register for IN_ATTRIB to get notified when udev is done.
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// This works well in practice but the true way is libudev.
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watch, err := unix.InotifyAddWatch(g.inotify, dirName, unix.IN_CREATE|unix.IN_ATTRIB|unix.IN_DELETE)
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if err != nil {
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return fmt.Errorf("gamepad: InotifyAddWatch failed: %w", err)
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}
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g.watch = watch
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}
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ents, err := os.ReadDir(dirName)
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if err != nil {
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return fmt.Errorf("gamepad: ReadDir(%s) failed: %w", dirName, err)
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}
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for _, ent := range ents {
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if ent.IsDir() {
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continue
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}
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if !reEvent.MatchString(ent.Name()) {
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continue
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}
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if err := g.openGamepad(gamepads, filepath.Join(dirName, ent.Name())); err != nil {
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return err
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}
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}
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return nil
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}
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func (*nativeGamepadsImpl) openGamepad(gamepads *gamepads, path string) (err error) {
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if gamepads.find(func(gamepad *Gamepad) bool {
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return gamepad.native.(*nativeGamepadImpl).path == path
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}) != nil {
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return nil
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}
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fd, err := unix.Open(path, unix.O_RDONLY|unix.O_NONBLOCK, 0)
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if err != nil {
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if err == unix.EACCES {
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return nil
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}
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// This happens with the Snap sandbox.
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if err == unix.EPERM {
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return nil
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}
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// This happens just after a disconnection.
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if err == unix.ENOENT {
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return nil
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}
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return fmt.Errorf("gamepad: Open failed: %w", err)
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}
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defer func() {
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if err != nil {
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_ = unix.Close(fd)
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}
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}()
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evBits := make([]byte, (unix.EV_CNT+7)/8)
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keyBits := make([]byte, (_KEY_CNT+7)/8)
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absBits := make([]byte, (_ABS_CNT+7)/8)
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var id input_id
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if err := ioctl(fd, _EVIOCGBIT(0, uint(len(evBits))), unsafe.Pointer(&evBits[0])); err != nil {
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return fmt.Errorf("gamepad: ioctl for evBits failed: %w", err)
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}
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if err := ioctl(fd, _EVIOCGBIT(unix.EV_KEY, uint(len(keyBits))), unsafe.Pointer(&keyBits[0])); err != nil {
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return fmt.Errorf("gamepad: ioctl for keyBits failed: %w", err)
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}
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if err := ioctl(fd, _EVIOCGBIT(unix.EV_ABS, uint(len(absBits))), unsafe.Pointer(&absBits[0])); err != nil {
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return fmt.Errorf("gamepad: ioctl for absBits failed: %w", err)
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}
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if err := ioctl(fd, _EVIOCGID(), unsafe.Pointer(&id)); err != nil {
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return fmt.Errorf("gamepad: ioctl for an ID failed: %w", err)
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}
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if !isBitSet(evBits, unix.EV_KEY) {
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if err := unix.Close(fd); err != nil {
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return err
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}
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return nil
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}
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if !isBitSet(evBits, unix.EV_ABS) {
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if err := unix.Close(fd); err != nil {
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return err
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}
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return nil
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}
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cname := make([]byte, 256)
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name := "Unknown"
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// TODO: Is it OK to ignore the error here?
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if err := ioctl(fd, uint(_EVIOCGNAME(uint(len(cname)))), unsafe.Pointer(&cname[0])); err == nil {
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name = unix.ByteSliceToString(cname)
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}
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var sdlID string
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if id.vendor != 0 && id.product != 0 && id.version != 0 {
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sdlID = fmt.Sprintf("%02x%02x0000%02x%02x0000%02x%02x0000%02x%02x0000",
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byte(id.bustype), byte(id.bustype>>8),
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byte(id.vendor), byte(id.vendor>>8),
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byte(id.product), byte(id.product>>8),
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byte(id.version), byte(id.version>>8))
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} else {
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bs := []byte(name)
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if len(bs) < 12 {
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bs = append(bs, make([]byte, 12-len(bs))...)
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}
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sdlID = fmt.Sprintf("%02x%02x0000%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x",
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byte(id.bustype), byte(id.bustype>>8),
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bs[0], bs[1], bs[2], bs[3], bs[4], bs[5], bs[6], bs[7], bs[8], bs[9], bs[10], bs[11])
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}
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n := &nativeGamepadImpl{
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path: path,
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fd: fd,
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}
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gp := gamepads.add(name, sdlID)
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gp.native = n
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runtime.SetFinalizer(gp, func(gp *Gamepad) {
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n.close()
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})
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var axisCount int
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var buttonCount int
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var hatCount int
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for i := range n.keyMap {
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n.keyMap[i] = -1
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}
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for i := range n.absMap {
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n.absMap[i] = -1
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}
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for code := _BTN_MISC; code < _KEY_CNT; code++ {
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if !isBitSet(keyBits, code) {
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continue
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}
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n.keyMap[code-_BTN_MISC] = buttonCount
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buttonCount++
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}
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for code := 0; code < _ABS_CNT; code++ {
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if !isBitSet(absBits, code) {
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continue
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}
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if code >= _ABS_HAT0X && code <= _ABS_HAT3Y {
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// Write the hat index both for the X and the Y hat axis.
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// That way, the hat can be referenced using either axis, which is used by the code building hatMappingInput.
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n.absMap[code] = hatCount
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code++
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n.absMap[code] = hatCount
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hatCount++
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continue
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}
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if err := ioctl(n.fd, uint(_EVIOCGABS(uint(code))), unsafe.Pointer(&n.absInfo[code])); err != nil {
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return fmt.Errorf("gamepad: ioctl for an abs at openGamepad failed: %w", err)
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}
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n.absMap[code] = axisCount
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axisCount++
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}
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n.axisCount_ = axisCount
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n.buttonCount_ = buttonCount
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n.hatCount_ = hatCount
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n.computeStandardLayout(id.vendor)
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if err := n.pollAbsState(); err != nil {
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return err
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}
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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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if g.inotify <= 0 {
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return nil
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}
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buf := make([]byte, 16384)
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n, err := unix.Read(g.inotify, buf[:])
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if err != nil {
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if err == unix.EAGAIN {
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return nil
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}
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return fmt.Errorf("gamepad: Read failed: %w", err)
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}
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buf = buf[:n]
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for len(buf) > 0 {
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e := unix.InotifyEvent{
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Wd: int32(buf[0]) | int32(buf[1])<<8 | int32(buf[2])<<16 | int32(buf[3])<<24,
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Mask: uint32(buf[4]) | uint32(buf[5])<<8 | uint32(buf[6])<<16 | uint32(buf[7])<<24,
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Cookie: uint32(buf[8]) | uint32(buf[9])<<8 | uint32(buf[10])<<16 | uint32(buf[11])<<24,
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Len: uint32(buf[12]) | uint32(buf[13])<<8 | uint32(buf[14])<<16 | uint32(buf[15])<<24,
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}
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name := unix.ByteSliceToString(buf[16 : 16+e.Len-1]) // len includes the null terminate.
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buf = buf[16+e.Len:]
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if !reEvent.MatchString(name) {
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continue
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}
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path := filepath.Join(dirName, name)
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if e.Mask&(unix.IN_CREATE|unix.IN_ATTRIB) != 0 {
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if err := g.openGamepad(gamepads, path); err != nil {
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return err
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}
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continue
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}
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if e.Mask&unix.IN_DELETE != 0 {
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if gp := gamepads.find(func(gamepad *Gamepad) bool {
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return gamepad.native.(*nativeGamepadImpl).path == path
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}); gp != nil {
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gp.native.(*nativeGamepadImpl).close()
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gamepads.remove(func(gamepad *Gamepad) bool {
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return gamepad == gp
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})
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}
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continue
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}
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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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fd int
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path string
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keyMap [_KEY_CNT - _BTN_MISC]int
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absMap [_ABS_CNT]int
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absInfo [_ABS_CNT]input_absinfo
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dropped bool
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axes [_ABS_CNT]float64
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buttons [_KEY_CNT - _BTN_MISC]bool
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hats [4]int
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axisCount_ int
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buttonCount_ int
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hatCount_ int
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stdAxisMap map[gamepaddb.StandardAxis]mappingInput
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stdButtonMap map[gamepaddb.StandardButton]mappingInput
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}
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func (g *nativeGamepadImpl) close() {
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if g.fd != 0 {
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_ = unix.Close(g.fd)
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}
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g.fd = 0
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}
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func (g *nativeGamepadImpl) update(gamepad *gamepads) error {
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if g.fd == 0 {
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return nil
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}
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for {
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buf := make([]byte, unsafe.Sizeof(input_event{}))
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// TODO: Should the returned byte count be cared?
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if _, err := unix.Read(g.fd, buf); err != nil {
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if err == unix.EAGAIN {
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break
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}
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// Disconnected
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if err == unix.ENODEV {
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g.close()
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return nil
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}
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return fmt.Errorf("gamepad: Read failed: %w", err)
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}
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const (
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offsetTyp = unsafe.Offsetof(input_event{}.typ)
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offsetCode = unsafe.Offsetof(input_event{}.code)
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offsetValue = unsafe.Offsetof(input_event{}.value)
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)
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// time is not used.
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e := input_event{
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typ: uint16(buf[offsetTyp]) | uint16(buf[offsetTyp+1])<<8,
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code: uint16(buf[offsetCode]) | uint16(buf[offsetCode+1])<<8,
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value: int32(buf[offsetValue]) | int32(buf[offsetValue+1])<<8 | int32(buf[offsetValue+2])<<16 | int32(buf[offsetValue+3])<<24,
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}
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if e.typ == unix.EV_SYN {
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switch e.code {
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case _SYN_DROPPED:
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g.dropped = true
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case _SYN_REPORT:
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g.dropped = false
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if err := g.pollAbsState(); err != nil {
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return fmt.Errorf("gamepad: poll absolute state: %w", err)
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}
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}
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}
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if g.dropped {
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continue
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}
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switch e.typ {
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case unix.EV_KEY:
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if int(e.code-_BTN_MISC) < len(g.keyMap) {
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idx := g.keyMap[e.code-_BTN_MISC]
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if idx < 0 {
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continue
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}
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g.buttons[idx] = e.value != 0
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}
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case unix.EV_ABS:
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g.handleAbsEvent(int(e.code), e.value)
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}
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}
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return nil
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}
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func (g *nativeGamepadImpl) pollAbsState() error {
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for code := 0; code < _ABS_CNT; code++ {
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if g.absMap[code] < 0 {
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continue
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}
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if err := ioctl(g.fd, uint(_EVIOCGABS(uint(code))), unsafe.Pointer(&g.absInfo[code])); err != nil {
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return fmt.Errorf("gamepad: ioctl for an abs at pollAbsState failed: %w", err)
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}
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g.handleAbsEvent(code, g.absInfo[code].value)
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}
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return nil
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}
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func (g *nativeGamepadImpl) handleAbsEvent(code int, value int32) {
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index := g.absMap[code]
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if index < 0 {
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return
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}
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if code >= _ABS_HAT0X && code <= _ABS_HAT3Y {
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axis := (code - _ABS_HAT0X) % 2
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switch axis {
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case 0:
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switch {
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case value < 0:
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g.hats[index] |= hatLeft
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g.hats[index] &^= hatRight
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case value > 0:
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g.hats[index] &^= hatLeft
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g.hats[index] |= hatRight
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default:
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g.hats[index] &^= hatLeft | hatRight
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}
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case 1:
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switch {
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case value < 0:
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g.hats[index] |= hatUp
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g.hats[index] &^= hatDown
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case value > 0:
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g.hats[index] &^= hatUp
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g.hats[index] |= hatDown
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default:
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g.hats[index] &^= hatUp | hatDown
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}
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}
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return
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}
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info := g.absInfo[code]
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v := float64(value)
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if r := float64(info.maximum) - float64(info.minimum); r != 0 {
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v = (v - float64(info.minimum)) / r
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v = v*2 - 1
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}
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g.axes[index] = v
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}
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func (g *nativeGamepadImpl) computeStandardLayout(vendor uint16) {
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g.stdAxisMap = map[gamepaddb.StandardAxis]mappingInput{}
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g.stdButtonMap = map[gamepaddb.StandardButton]mappingInput{}
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// NOTE: assignments to the same value are in exact reverse order as SDL2,
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// so we can just overwrite rather than checking.
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// BTN_GAMEPAD implies that the kernel module implements standard mapping.
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if b := g.keyMap[_BTN_GAMEPAD-_BTN_MISC]; b < 0 {
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return
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}
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// A and B buttons go by name.
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if b := g.keyMap[_BTN_A-_BTN_MISC]; b >= 0 {
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g.stdButtonMap[gamepaddb.StandardButtonRightBottom] = buttonMappingInput{g: g, button: b}
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}
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if b := g.keyMap[_BTN_B-_BTN_MISC]; b >= 0 {
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g.stdButtonMap[gamepaddb.StandardButtonRightRight] = buttonMappingInput{g: g, button: b}
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}
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if vendor == 0x054c /* USB_VENDOR_SONY */ {
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// Sony uses WEST/NORTH buttons.
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if b := g.keyMap[_BTN_WEST-_BTN_MISC]; b >= 0 {
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g.stdButtonMap[gamepaddb.StandardButtonRightLeft] = buttonMappingInput{g: g, button: b}
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}
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if b := g.keyMap[_BTN_NORTH-_BTN_MISC]; b >= 0 {
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g.stdButtonMap[gamepaddb.StandardButtonRightTop] = buttonMappingInput{g: g, button: b}
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}
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} else {
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// Xbox uses X/Y buttons.
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// Note that this is the opposite assignment following the WEST/NORTH mappings,
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// and contradicts Linux kernel documentation which states
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// that buttons are always assigned by physical location.
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// However, it matches actual Xbox gamepads, and SDL2 has the same logic.
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if b := g.keyMap[_BTN_X-_BTN_MISC]; b >= 0 {
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g.stdButtonMap[gamepaddb.StandardButtonRightLeft] = buttonMappingInput{g: g, button: b}
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}
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if b := g.keyMap[_BTN_Y-_BTN_MISC]; b >= 0 {
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g.stdButtonMap[gamepaddb.StandardButtonRightTop] = buttonMappingInput{g: g, button: b}
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}
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}
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// Center and thumb buttons.
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if b := g.keyMap[_BTN_SELECT-_BTN_MISC]; b >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonCenterLeft] = buttonMappingInput{g: g, button: b}
|
|
}
|
|
if b := g.keyMap[_BTN_START-_BTN_MISC]; b >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonCenterRight] = buttonMappingInput{g: g, button: b}
|
|
}
|
|
if b := g.keyMap[_BTN_THUMBL-_BTN_MISC]; b >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonLeftStick] = buttonMappingInput{g: g, button: b}
|
|
}
|
|
if b := g.keyMap[_BTN_THUMBR-_BTN_MISC]; b >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonRightStick] = buttonMappingInput{g: g, button: b}
|
|
}
|
|
if b := g.keyMap[_BTN_MODE-_BTN_MISC]; b >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonCenterCenter] = buttonMappingInput{g: g, button: b}
|
|
}
|
|
|
|
// Shoulder buttons can be analog or digital. Prefer digital ones.
|
|
if h := g.absMap[_ABS_HAT1Y]; h >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonFrontTopLeft] = hatMappingInput{g: g, hat: h, direction: hatDown}
|
|
}
|
|
if h := g.absMap[_ABS_HAT1X]; h >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonFrontTopRight] = hatMappingInput{g: g, hat: h, direction: hatRight}
|
|
}
|
|
if b := g.keyMap[_BTN_TL-_BTN_MISC]; b >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonFrontTopLeft] = buttonMappingInput{g: g, button: b}
|
|
}
|
|
if b := g.keyMap[_BTN_TR-_BTN_MISC]; b >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonFrontTopRight] = buttonMappingInput{g: g, button: b}
|
|
}
|
|
|
|
// Triggers can be analog or digital. Prefer analog ones.
|
|
if b := g.keyMap[_BTN_TL2-_BTN_MISC]; b >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonFrontBottomLeft] = buttonMappingInput{g: g, button: b}
|
|
}
|
|
if b := g.keyMap[_BTN_TR2-_BTN_MISC]; b >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonFrontBottomRight] = buttonMappingInput{g: g, button: b}
|
|
}
|
|
if a := g.absMap[_ABS_Z]; a >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonFrontBottomLeft] = axisMappingInput{g: g, axis: a}
|
|
}
|
|
if a := g.absMap[_ABS_RZ]; a >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonFrontBottomRight] = axisMappingInput{g: g, axis: a}
|
|
}
|
|
if h := g.absMap[_ABS_HAT2Y]; h >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonFrontBottomLeft] = hatMappingInput{g: g, hat: h, direction: hatDown}
|
|
}
|
|
if h := g.absMap[_ABS_HAT2X]; h >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonFrontBottomRight] = hatMappingInput{g: g, hat: h, direction: hatRight}
|
|
}
|
|
|
|
// D-pad can be analog or digital. Prefer digital one.
|
|
if h := g.absMap[_ABS_HAT0X]; h >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonLeftLeft] = hatMappingInput{g: g, hat: h, direction: hatLeft}
|
|
g.stdButtonMap[gamepaddb.StandardButtonLeftRight] = hatMappingInput{g: g, hat: h, direction: hatRight}
|
|
}
|
|
if h := g.absMap[_ABS_HAT0Y]; h >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonLeftTop] = hatMappingInput{g: g, hat: h, direction: hatUp}
|
|
g.stdButtonMap[gamepaddb.StandardButtonLeftBottom] = hatMappingInput{g: g, hat: h, direction: hatDown}
|
|
}
|
|
if b := g.keyMap[_BTN_DPAD_UP-_BTN_MISC]; b >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonLeftTop] = buttonMappingInput{g: g, button: b}
|
|
}
|
|
if b := g.keyMap[_BTN_DPAD_DOWN-_BTN_MISC]; b >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonLeftBottom] = buttonMappingInput{g: g, button: b}
|
|
}
|
|
if b := g.keyMap[_BTN_DPAD_LEFT-_BTN_MISC]; b >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonLeftLeft] = buttonMappingInput{g: g, button: b}
|
|
}
|
|
if b := g.keyMap[_BTN_DPAD_RIGHT-_BTN_MISC]; b >= 0 {
|
|
g.stdButtonMap[gamepaddb.StandardButtonLeftRight] = buttonMappingInput{g: g, button: b}
|
|
}
|
|
|
|
// Left stick.
|
|
if a := g.absMap[_ABS_X]; a >= 0 {
|
|
g.stdAxisMap[gamepaddb.StandardAxisLeftStickHorizontal] = axisMappingInput{g: g, axis: a}
|
|
}
|
|
if a := g.absMap[_ABS_Y]; a >= 0 {
|
|
g.stdAxisMap[gamepaddb.StandardAxisLeftStickVertical] = axisMappingInput{g: g, axis: a}
|
|
}
|
|
|
|
// Right stick.
|
|
if a := g.absMap[_ABS_RX]; a >= 0 {
|
|
g.stdAxisMap[gamepaddb.StandardAxisRightStickHorizontal] = axisMappingInput{g: g, axis: a}
|
|
}
|
|
if a := g.absMap[_ABS_RY]; a >= 0 {
|
|
g.stdAxisMap[gamepaddb.StandardAxisRightStickVertical] = axisMappingInput{g: g, axis: a}
|
|
}
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
|
|
return len(g.stdAxisMap) != 0 || len(g.stdButtonMap) != 0
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
|
|
return g.stdAxisMap[axis]
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
|
|
return g.stdButtonMap[button]
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) axisCount() int {
|
|
return g.axisCount_
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) buttonCount() int {
|
|
return g.buttonCount_
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) hatCount() int {
|
|
return g.hatCount_
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) axisValue(axis int) float64 {
|
|
if axis < 0 || axis >= g.axisCount_ {
|
|
return 0
|
|
}
|
|
return g.axes[axis]
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
|
|
if button < 0 || button >= g.buttonCount_ {
|
|
return false
|
|
}
|
|
return g.buttons[button]
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) buttonValue(button int) float64 {
|
|
if g.isButtonPressed(button) {
|
|
return 1
|
|
}
|
|
return 0
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) hatState(hat int) int {
|
|
if hat < 0 || hat >= g.hatCount_ {
|
|
return hatCentered
|
|
}
|
|
return g.hats[hat]
|
|
}
|
|
|
|
func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
|
// TODO: Implement this (#1452)
|
|
}
|