mirror of
https://github.com/hajimehoshi/ebiten.git
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aa694be6f6
This change introduces the standard gamepad layout. This changes adds these APIs: * func HasGamepadStandardLayoutMapping * func IsGamepadStandardButtonPressed * func GamepadStandardAxisValue * type StandardGamepadButton * type StandardGamepadAxis The standard gamepad layout is based on the web standard. See https://www.w3.org/TR/gamepad/#remapping. On desktops, the SDL's gamecontrllerdb.txt is used. If the gamepad is listed in the text file, the mapping works. GLFW's mapping featrue is not used. On browsers, the property of a gamepad 'mapping' is used. When the mapping value is 'standard', the gamepad is recognized to have the standard mapping. On mobiles, the implementation is still WIP. Updates #1557
320 lines
9.3 KiB
Go
320 lines
9.3 KiB
Go
// Copyright 2016 Hajime Hoshi
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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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package ebitenmobileview
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import (
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"encoding/hex"
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"hash/crc32"
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"unicode"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/uidriver/mobile"
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)
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// https://developer.android.com/reference/android/view/KeyEvent
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const (
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keycodeButtonA = 0x00000060
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keycodeButtonB = 0x00000061
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keycodeButtonC = 0x00000062
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keycodeButtonX = 0x00000063
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keycodeButtonY = 0x00000064
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keycodeButtonZ = 0x00000065
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keycodeButtonL1 = 0x00000066
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keycodeButtonR1 = 0x00000067
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keycodeButtonL2 = 0x00000068
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keycodeButtonR2 = 0x00000069
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keycodeButtonThumbl = 0x0000006a
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keycodeButtonThumbr = 0x0000006b
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keycodeButtonStart = 0x0000006c
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keycodeButtonSelect = 0x0000006d
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keycodeButtonMode = 0x0000006e
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keycodeButton1 = 0x000000bc
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keycodeButton2 = 0x000000bd
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keycodeButton3 = 0x000000be
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keycodeButton4 = 0x000000bf
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keycodeButton5 = 0x000000c0
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keycodeButton6 = 0x000000c1
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keycodeButton7 = 0x000000c2
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keycodeButton8 = 0x000000c3
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keycodeButton9 = 0x000000c4
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keycodeButton10 = 0x000000c5
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keycodeButton11 = 0x000000c6
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keycodeButton12 = 0x000000c7
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keycodeButton13 = 0x000000c8
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keycodeButton14 = 0x000000c9
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keycodeButton15 = 0x000000ca
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keycodeButton16 = 0x000000cb
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keycodeDpadUp = 0x00000013
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keycodeDpadDown = 0x00000014
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keycodeDpadLeft = 0x00000015
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keycodeDpadRight = 0x00000016
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)
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// https://developer.android.com/reference/android/view/InputDevice
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const (
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sourceKeyboard = 0x00000101
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sourceGamepad = 0x00000401
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sourceJoystick = 0x01000010
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)
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// TODO: Can we map these values to the standard gamepad buttons?
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var androidKeyToGamepadButton = map[int]driver.GamepadButton{
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keycodeButtonA: driver.GamepadButton0,
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keycodeButtonB: driver.GamepadButton1,
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keycodeButtonC: driver.GamepadButton2,
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keycodeButtonX: driver.GamepadButton3,
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keycodeButtonY: driver.GamepadButton4,
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keycodeButtonZ: driver.GamepadButton5,
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keycodeButtonL1: driver.GamepadButton6,
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keycodeButtonR1: driver.GamepadButton7,
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keycodeButtonL2: driver.GamepadButton8,
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keycodeButtonR2: driver.GamepadButton9,
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keycodeButtonThumbl: driver.GamepadButton10,
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keycodeButtonThumbr: driver.GamepadButton11,
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keycodeButtonStart: driver.GamepadButton12,
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keycodeButtonSelect: driver.GamepadButton13,
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keycodeButtonMode: driver.GamepadButton14,
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keycodeButton1: driver.GamepadButton15,
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keycodeButton2: driver.GamepadButton16,
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keycodeButton3: driver.GamepadButton17,
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keycodeButton4: driver.GamepadButton18,
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keycodeButton5: driver.GamepadButton19,
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keycodeButton6: driver.GamepadButton20,
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keycodeButton7: driver.GamepadButton21,
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keycodeButton8: driver.GamepadButton22,
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keycodeButton9: driver.GamepadButton23,
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keycodeButton10: driver.GamepadButton24,
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keycodeButton11: driver.GamepadButton25,
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keycodeButton12: driver.GamepadButton26,
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keycodeButton13: driver.GamepadButton27,
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keycodeButton14: driver.GamepadButton28,
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keycodeButton15: driver.GamepadButton29,
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keycodeButton16: driver.GamepadButton30,
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}
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// Axis constant definitions for joysticks only.
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// https://developer.android.com/reference/android/view/MotionEvent
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const (
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axisX = 0x00000000
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axisY = 0x00000001
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axisZ = 0x0000000b
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axisRx = 0x0000000c
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axisRy = 0x0000000d
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axisRz = 0x0000000e
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axisHatX = 0x0000000f
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axisHatY = 0x00000010
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axisLtrigger = 0x00000011
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axisRtrigger = 0x00000012
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axisThrottle = 0x00000013
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axisRudder = 0x00000014
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axisWheel = 0x00000015
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axisGas = 0x00000016
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axisBrake = 0x00000017
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axisGeneric1 = 0x00000020
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axisGeneric2 = 0x00000021
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axisGeneric3 = 0x00000022
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axisGeneric4 = 0x00000023
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axisGeneric5 = 0x00000024
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axisGeneric6 = 0x00000025
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axisGeneric7 = 0x00000026
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axisGeneric8 = 0x00000027
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axisGeneric9 = 0x00000028
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axisGeneric10 = 0x00000029
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axisGeneric11 = 0x0000002a
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axisGeneric12 = 0x0000002b
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axisGeneric13 = 0x0000002c
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axisGeneric14 = 0x0000002d
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axisGeneric15 = 0x0000002e
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axisGeneric16 = 0x0000002f
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)
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var androidAxisIDToAxisID = map[int]int{
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axisX: 0,
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axisY: 1,
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axisZ: 2,
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axisRx: 3,
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axisRy: 4,
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axisRz: 5,
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axisHatX: 6,
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axisHatY: 7,
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axisLtrigger: 8,
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axisRtrigger: 9,
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axisThrottle: 10,
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axisRudder: 11,
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axisWheel: 12,
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axisGas: 13,
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axisBrake: 14,
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axisGeneric1: 15,
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axisGeneric2: 16,
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axisGeneric3: 17,
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axisGeneric4: 18,
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axisGeneric5: 19,
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axisGeneric6: 20,
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axisGeneric7: 21,
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axisGeneric8: 22,
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axisGeneric9: 23,
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axisGeneric10: 24,
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axisGeneric11: 25,
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axisGeneric12: 26,
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axisGeneric13: 27,
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axisGeneric14: 28,
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axisGeneric15: 29,
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axisGeneric16: 30,
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}
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var (
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// deviceIDToGamepadID is a map from Android device IDs to Ebiten gamepad IDs.
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// As convention, Ebiten gamepad IDs start with 0, and many applications depend on this fact.
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deviceIDToGamepadID = map[int]driver.GamepadID{}
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)
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func gamepadIDFromDeviceID(deviceID int) driver.GamepadID {
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if id, ok := deviceIDToGamepadID[deviceID]; ok {
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return id
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}
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ids := map[driver.GamepadID]struct{}{}
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for _, id := range deviceIDToGamepadID {
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ids[id] = struct{}{}
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}
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for i := driver.GamepadID(0); ; i++ {
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if _, ok := ids[i]; ok {
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continue
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}
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deviceIDToGamepadID[deviceID] = i
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return i
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}
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panic("ebitenmobileview: a gamepad ID cannot be determined")
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}
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func UpdateTouchesOnAndroid(action int, id int, x, y int) {
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switch action {
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case 0x00, 0x05, 0x02: // ACTION_DOWN, ACTION_POINTER_DOWN, ACTION_MOVE
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touches[driver.TouchID(id)] = position{x, y}
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updateInput()
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case 0x01, 0x06: // ACTION_UP, ACTION_POINTER_UP
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delete(touches, driver.TouchID(id))
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updateInput()
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}
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}
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func OnKeyDownOnAndroid(keyCode int, unicodeChar int, source int, deviceID int) {
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switch {
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case source&sourceGamepad == sourceGamepad:
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// A gamepad can be detected as a keyboard. Detect the device as a gamepad first.
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if button, ok := androidKeyToGamepadButton[keyCode]; ok {
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id := gamepadIDFromDeviceID(deviceID)
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g, ok := gamepads[id]
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if !ok {
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return
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}
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g.Buttons[button] = true
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updateInput()
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}
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case source&sourceJoystick == sourceJoystick:
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// DPAD keys can come here, but they are also treated as an axis at a motion event. Ignore them.
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case source&sourceKeyboard == sourceKeyboard:
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if key, ok := androidKeyToDriverKey[keyCode]; ok {
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keys[key] = struct{}{}
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if r := rune(unicodeChar); r != 0 && unicode.IsPrint(r) {
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runes = []rune{r}
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}
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updateInput()
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}
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}
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}
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func OnKeyUpOnAndroid(keyCode int, source int, deviceID int) {
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switch {
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case source&sourceGamepad == sourceGamepad:
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// A gamepad can be detected as a keyboard. Detect the device as a gamepad first.
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if button, ok := androidKeyToGamepadButton[keyCode]; ok {
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id := gamepadIDFromDeviceID(deviceID)
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g, ok := gamepads[id]
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if !ok {
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return
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}
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g.Buttons[button] = false
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updateInput()
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}
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case source&sourceJoystick == sourceJoystick:
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// DPAD keys can come here, but they are also treated as an axis at a motion event. Ignore them.
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case source&sourceKeyboard == sourceKeyboard:
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if key, ok := androidKeyToDriverKey[keyCode]; ok {
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delete(keys, key)
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updateInput()
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}
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}
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}
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func OnGamepadAxesChanged(deviceID int, axisID int, value float32) {
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did := gamepadIDFromDeviceID(deviceID)
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g, ok := gamepads[did]
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if !ok {
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return
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}
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aid, ok := androidAxisIDToAxisID[axisID]
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if !ok {
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// Unexpected axis value.
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return
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}
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g.Axes[aid] = value
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updateInput()
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}
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func OnGamepadAdded(deviceID int, name string, buttonNum int, axisNum int, descriptor string, vendorID int, productID int, buttonMask int, axisMask int) {
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// This emulates the implementation of Android_AddJoystick.
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// https://github.com/libsdl-org/SDL/blob/0e9560aea22818884921e5e5064953257bfe7fa7/src/joystick/android/SDL_sysjoystick.c#L386
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const SDL_HARDWARE_BUS_BLUETOOTH = 0x05
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var sdlid [16]byte
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sdlid[0] = byte(SDL_HARDWARE_BUS_BLUETOOTH)
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sdlid[1] = byte(SDL_HARDWARE_BUS_BLUETOOTH >> 8)
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if vendorID != 0 && productID != 0 {
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sdlid[4] = byte(vendorID)
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sdlid[5] = byte(vendorID >> 8)
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sdlid[8] = byte(productID)
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sdlid[9] = byte(productID >> 8)
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} else {
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crc := crc32.ChecksumIEEE(([]byte)(descriptor))
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copy(sdlid[4:8], ([]byte)(descriptor))
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sdlid[8] = byte(crc)
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sdlid[9] = byte(crc >> 8)
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sdlid[10] = byte(crc >> 16)
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sdlid[11] = byte(crc >> 24)
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}
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sdlid[12] = byte(buttonMask)
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sdlid[13] = byte(buttonMask >> 8)
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sdlid[14] = byte(axisMask)
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sdlid[15] = byte(axisMask >> 8)
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id := gamepadIDFromDeviceID(deviceID)
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gamepads[id] = &mobile.Gamepad{
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ID: id,
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SDLID: hex.EncodeToString(sdlid[:]),
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Name: name,
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ButtonNum: buttonNum,
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AxisNum: axisNum,
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}
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}
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func OnInputDeviceRemoved(deviceID int) {
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if id, ok := deviceIDToGamepadID[deviceID]; ok {
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delete(gamepads, id)
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delete(deviceIDToGamepadID, deviceID)
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}
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}
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