ebiten/internal/gamepad/gamepad.go
Hajime Hoshi 696938987d internal/gamepad: use locks for consistency
Perhaps Gamepad's m might not be needed, but let's use the lock for
consistency for the current situation.
2024-03-16 16:31:49 +09:00

411 lines
8.6 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 (
"sync"
"time"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
)
type ID int
const (
hatCentered = 0
hatUp = 1
hatRight = 2
hatDown = 4
hatLeft = 8
hatRightUp = hatRight | hatUp
hatRightDown = hatRight | hatDown
hatLeftUp = hatLeft | hatUp
hatLeftDown = hatLeft | hatDown
)
type gamepads struct {
inited bool
gamepads []*Gamepad
m sync.Mutex
native nativeGamepads
}
type nativeGamepads interface {
init(gamepads *gamepads) error
update(gamepads *gamepads) error
}
var theGamepads = gamepads{
native: newNativeGamepadsImpl(),
}
// AppendGamepadIDs is concurrent-safe.
func AppendGamepadIDs(ids []ID) []ID {
return theGamepads.appendGamepadIDs(ids)
}
// Update is concurrent-safe.
func Update() error {
return theGamepads.update()
}
// Get is concurrent-safe.
func Get(id ID) *Gamepad {
return theGamepads.get(id)
}
func SetNativeWindow(nativeWindow uintptr) {
theGamepads.setNativeWindow(nativeWindow)
}
func (g *gamepads) appendGamepadIDs(ids []ID) []ID {
g.m.Lock()
defer g.m.Unlock()
for i, gp := range g.gamepads {
if gp != nil {
ids = append(ids, ID(i))
}
}
return ids
}
func (g *gamepads) update() error {
g.m.Lock()
defer g.m.Unlock()
if !g.inited {
if err := g.native.init(g); err != nil {
return err
}
g.inited = true
}
if err := g.native.update(g); err != nil {
return err
}
// A gamepad can be detected even though there are not. Apparently, some special devices are
// recognized as gamepads by OSes. In this case, the number of the 'buttons' can exceed the
// maximum. Skip such devices as a tentative solution (#1173, #2039).
g.remove(func(gamepad *Gamepad) bool {
return gamepad.ButtonCount() > ButtonCount
})
for _, gp := range g.gamepads {
if gp == nil {
continue
}
if err := gp.update(g); err != nil {
return err
}
}
return nil
}
func (g *gamepads) get(id ID) *Gamepad {
g.m.Lock()
defer g.m.Unlock()
if id < 0 || int(id) >= len(g.gamepads) {
return nil
}
return g.gamepads[id]
}
func (g *gamepads) find(cond func(*Gamepad) bool) *Gamepad {
for _, gp := range g.gamepads {
if gp == nil {
continue
}
if cond(gp) {
return gp
}
}
return nil
}
func (g *gamepads) add(name, sdlID string) *Gamepad {
for i, gp := range g.gamepads {
if gp == nil {
gp := &Gamepad{
name: name,
sdlID: sdlID,
}
g.gamepads[i] = gp
return gp
}
}
gp := &Gamepad{
name: name,
sdlID: sdlID,
}
g.gamepads = append(g.gamepads, gp)
return gp
}
func (g *gamepads) remove(cond func(*Gamepad) bool) {
for i, gp := range g.gamepads {
if gp == nil {
continue
}
if cond(gp) {
g.gamepads[i] = nil
}
}
}
func (g *gamepads) setNativeWindow(nativeWindow uintptr) {
g.m.Lock()
defer g.m.Unlock()
var n any = g.native
if n, ok := n.(interface{ setNativeWindow(uintptr) }); ok {
n.setNativeWindow(nativeWindow)
}
}
type Gamepad struct {
name string
sdlID string
m sync.Mutex
native nativeGamepad
}
type mappingInput interface {
Pressed() bool
Value() float64 // Normalized to range: 0..1.
}
type axisMappingInput struct {
g nativeGamepad
axis int
}
func (a axisMappingInput) Pressed() bool {
return a.g.axisValue(a.axis) > gamepaddb.ButtonPressedThreshold
}
func (a axisMappingInput) Value() float64 {
return a.g.axisValue(a.axis)*0.5 + 0.5
}
type buttonMappingInput struct {
g nativeGamepad
button int
}
func (b buttonMappingInput) Pressed() bool {
return b.g.isButtonPressed(b.button)
}
func (b buttonMappingInput) Value() float64 {
return b.g.buttonValue(b.button)
}
type hatMappingInput struct {
g nativeGamepad
hat int
direction int
}
func (h hatMappingInput) Pressed() bool {
return h.g.hatState(h.hat)&h.direction != 0
}
func (h hatMappingInput) Value() float64 {
if h.Pressed() {
return 1
}
return 0
}
type nativeGamepad interface {
update(gamepads *gamepads) error
hasOwnStandardLayoutMapping() bool
standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput
standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput
axisCount() int
buttonCount() int
hatCount() int
axisValue(axis int) float64
buttonValue(button int) float64
isButtonPressed(button int) bool
hatState(hat int) int
vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64)
}
func (g *Gamepad) update(gamepads *gamepads) error {
g.m.Lock()
defer g.m.Unlock()
return g.native.update(gamepads)
}
// Name is concurrent-safe.
func (g *Gamepad) Name() string {
// This is immutable and doesn't have to be protected by a mutex.
if name := gamepaddb.Name(g.sdlID); name != "" {
return name
}
return g.name
}
// SDLID is concurrent-safe.
func (g *Gamepad) SDLID() string {
// This is immutable and doesn't have to be protected by a mutex.
return g.sdlID
}
// AxisCount is concurrent-safe.
func (g *Gamepad) AxisCount() int {
g.m.Lock()
defer g.m.Unlock()
return g.native.axisCount()
}
// ButtonCount is concurrent-safe.
func (g *Gamepad) ButtonCount() int {
g.m.Lock()
defer g.m.Unlock()
return g.native.buttonCount()
}
// HatCount is concurrent-safe.
func (g *Gamepad) HatCount() int {
g.m.Lock()
defer g.m.Unlock()
return g.native.hatCount()
}
// Axis is concurrent-safe.
func (g *Gamepad) Axis(axis int) float64 {
g.m.Lock()
defer g.m.Unlock()
return g.native.axisValue(axis)
}
// Button is concurrent-safe.
func (g *Gamepad) Button(button int) bool {
g.m.Lock()
defer g.m.Unlock()
return g.native.isButtonPressed(button)
}
// Hat is concurrent-safe.
func (g *Gamepad) Hat(hat int) int {
g.m.Lock()
defer g.m.Unlock()
return g.native.hatState(hat)
}
// IsStandardLayoutAvailable is concurrent-safe.
func (g *Gamepad) IsStandardLayoutAvailable() bool {
g.m.Lock()
defer g.m.Unlock()
if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
return true
}
return g.native.hasOwnStandardLayoutMapping()
}
// IsStandardAxisAvailable is concurrent safe.
func (g *Gamepad) IsStandardAxisAvailable(axis gamepaddb.StandardAxis) bool {
g.m.Lock()
defer g.m.Unlock()
if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
return gamepaddb.HasStandardAxis(g.sdlID, axis)
}
return g.native.standardAxisInOwnMapping(axis) != nil
}
// IsStandardButtonAvailable is concurrent safe.
func (g *Gamepad) IsStandardButtonAvailable(button gamepaddb.StandardButton) bool {
g.m.Lock()
defer g.m.Unlock()
if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
return gamepaddb.HasStandardButton(g.sdlID, button)
}
return g.native.standardButtonInOwnMapping(button) != nil
}
// StandardAxisValue is concurrent-safe.
func (g *Gamepad) StandardAxisValue(axis gamepaddb.StandardAxis) float64 {
if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
// StandardAxisValue invokes g.Axis, g.Button, or g.Hat so this cannot be locked.
return gamepaddb.StandardAxisValue(g.sdlID, axis, g)
}
g.m.Lock()
defer g.m.Unlock()
if m := g.native.standardAxisInOwnMapping(axis); m != nil {
return m.Value()*2 - 1
}
return 0
}
// StandardButtonValue is concurrent-safe.
func (g *Gamepad) StandardButtonValue(button gamepaddb.StandardButton) float64 {
if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
// StandardButtonValue invokes g.Axis, g.Button, or g.Hat so this cannot be locked.
return gamepaddb.StandardButtonValue(g.sdlID, button, g)
}
g.m.Lock()
defer g.m.Unlock()
if m := g.native.standardButtonInOwnMapping(button); m != nil {
return m.Value()
}
return 0
}
// IsStandardButtonPressed is concurrent-safe.
func (g *Gamepad) IsStandardButtonPressed(button gamepaddb.StandardButton) bool {
if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
// IsStandardButtonPressed invokes g.Axis, g.Button, or g.Hat so this cannot be locked.
return gamepaddb.IsStandardButtonPressed(g.sdlID, button, g)
}
g.m.Lock()
defer g.m.Unlock()
if m := g.native.standardButtonInOwnMapping(button); m != nil {
return m.Pressed()
}
return false
}
// Vibrate is concurrent-safe.
func (g *Gamepad) Vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
g.m.Lock()
defer g.m.Unlock()
g.native.vibrate(duration, strongMagnitude, weakMagnitude)
}