ebiten/internal/uidriver/mobile/gamepad.go

207 lines
4.2 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.
//go:build android || ios
// +build android ios
package mobile
import (
"time"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
)
type Gamepad struct {
ID driver.GamepadID
SDLID string
Name string
Buttons [driver.GamepadButtonNum]bool
ButtonNum int
Axes [32]float32
AxisNum int
Hats [16]int
HatNum int
}
type gamepadState struct {
g *Gamepad
}
func (s gamepadState) Axis(index int) float64 {
return float64(s.g.Axes[index])
}
func (s gamepadState) Button(index int) bool {
return s.g.Buttons[index]
}
func (s gamepadState) Hat(index int) int {
return s.g.Hats[index]
}
func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
gamepadIDs = append(gamepadIDs, g.ID)
}
return gamepadIDs
}
func (i *Input) GamepadSDLID(id driver.GamepadID) string {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.SDLID
}
return ""
}
func (i *Input) GamepadName(id driver.GamepadID) string {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if name := gamepaddb.Name(g.SDLID); name != "" {
return name
}
return g.Name
}
return ""
}
func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.AxisNum
}
return 0
}
func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if g.AxisNum <= int(axis) {
return 0
}
return float64(g.Axes[axis])
}
return 0
}
func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.ButtonNum
}
return 0
}
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if g.ButtonNum <= int(button) {
return false
}
return g.Buttons[button]
}
return false
}
func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return gamepaddb.HasStandardLayoutMapping(g.SDLID)
}
return false
}
func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return gamepaddb.IsButtonPressed(g.SDLID, button, gamepadState{&g})
}
return false
}
func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return gamepaddb.ButtonValue(g.SDLID, button, gamepadState{&g})
}
return 0
}
func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return gamepaddb.AxisValue(g.SDLID, axis, gamepadState{&g})
}
return 0
}
func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
// TODO: Implement this (#1452)
}