ebiten/internal/gamepad/gamepad_darwin.go
Hajime Hoshi 847c4f067a internal/gamepad: make nativeGamepad(s) interfaces
This is a preparation to switch the gamepad implementation for Xbox.

Updates #2084
2022-06-24 21:52:48 +09:00

449 lines
12 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 !ios && !ebitencbackend
// +build !ios,!ebitencbackend
package gamepad
import (
"errors"
"fmt"
"sort"
"sync"
"time"
"unsafe"
)
// #cgo LDFLAGS: -framework CoreFoundation -framework IOKit
//
// #include <ForceFeedback/ForceFeedback.h>
// #include <IOKit/hid/IOHIDLib.h>
//
// static CFStringRef cfStringRefIOHIDVendorIDKey() {
// return CFSTR(kIOHIDVendorIDKey);
// }
//
// static CFStringRef cfStringRefIOHIDProductIDKey() {
// return CFSTR(kIOHIDProductIDKey);
// }
//
// static CFStringRef cfStringRefIOHIDVersionNumberKey() {
// return CFSTR(kIOHIDVersionNumberKey);
// }
//
// static CFStringRef cfStringRefIOHIDProductKey() {
// return CFSTR(kIOHIDProductKey);
// }
//
// static CFStringRef cfStringRefIOHIDDeviceUsagePageKey() {
// return CFSTR(kIOHIDDeviceUsagePageKey);
// }
//
// static CFStringRef cfStringRefIOHIDDeviceUsageKey() {
// return CFSTR(kIOHIDDeviceUsageKey);
// }
//
// void ebitenGamepadMatchingCallback(void *ctx, IOReturn res, void *sender, IOHIDDeviceRef device);
// void ebitenGamepadRemovalCallback(void *ctx, IOReturn res, void *sender, IOHIDDeviceRef device);
import "C"
type nativeGamepadsImpl struct {
hidManager C.IOHIDManagerRef
devicesToAdd []C.IOHIDDeviceRef
devicesToRemove []C.IOHIDDeviceRef
devicesM sync.Mutex
}
func newNativeGamepadsImpl() nativeGamepads {
return &nativeGamepadsImpl{}
}
func (g *nativeGamepadsImpl) init(gamepads *gamepads) error {
var dicts []C.CFDictionaryRef
page := C.kHIDPage_GenericDesktop
for _, usage := range []uint{
C.kHIDUsage_GD_Joystick,
C.kHIDUsage_GD_GamePad,
C.kHIDUsage_GD_MultiAxisController,
} {
pageRef := C.CFNumberCreate(C.kCFAllocatorDefault, C.kCFNumberIntType, unsafe.Pointer(&page))
if pageRef == 0 {
return errors.New("gamepad: CFNumberCreate returned nil")
}
defer C.CFRelease(C.CFTypeRef(pageRef))
usageRef := C.CFNumberCreate(C.kCFAllocatorDefault, C.kCFNumberIntType, unsafe.Pointer(&usage))
if usageRef == 0 {
return errors.New("gamepad: CFNumberCreate returned nil")
}
defer C.CFRelease(C.CFTypeRef(usageRef))
keys := []C.CFStringRef{
C.cfStringRefIOHIDDeviceUsagePageKey(),
C.cfStringRefIOHIDDeviceUsageKey(),
}
values := []C.CFNumberRef{
pageRef,
usageRef,
}
dict := C.CFDictionaryCreate(C.kCFAllocatorDefault,
(*unsafe.Pointer)(unsafe.Pointer(&keys[0])),
(*unsafe.Pointer)(unsafe.Pointer(&values[0])),
C.CFIndex(len(keys)), &C.kCFTypeDictionaryKeyCallBacks, &C.kCFTypeDictionaryValueCallBacks)
if dict == 0 {
return errors.New("gamepad: CFDictionaryCreate returned nil")
}
defer C.CFRelease(C.CFTypeRef(dict))
dicts = append(dicts, dict)
}
matching := C.CFArrayCreate(C.kCFAllocatorDefault,
(*unsafe.Pointer)(unsafe.Pointer(&dicts[0])),
C.CFIndex(len(dicts)), &C.kCFTypeArrayCallBacks)
if matching == 0 {
return errors.New("gamepad: CFArrayCreateMutable returned nil")
}
defer C.CFRelease(C.CFTypeRef(matching))
g.hidManager = C.IOHIDManagerCreate(C.kCFAllocatorDefault, C.kIOHIDOptionsTypeNone)
if C.IOHIDManagerOpen(g.hidManager, C.kIOHIDOptionsTypeNone) != C.kIOReturnSuccess {
return errors.New("gamepad: IOHIDManagerOpen failed")
}
C.IOHIDManagerSetDeviceMatchingMultiple(g.hidManager, matching)
C.IOHIDManagerRegisterDeviceMatchingCallback(g.hidManager, C.IOHIDDeviceCallback(C.ebitenGamepadMatchingCallback), nil)
C.IOHIDManagerRegisterDeviceRemovalCallback(g.hidManager, C.IOHIDDeviceCallback(C.ebitenGamepadRemovalCallback), nil)
C.IOHIDManagerScheduleWithRunLoop(g.hidManager, C.CFRunLoopGetMain(), C.kCFRunLoopDefaultMode)
// Execute the run loop once in order to register any initially-attached gamepads.
C.CFRunLoopRunInMode(C.kCFRunLoopDefaultMode, 0, 0 /* false */)
return nil
}
//export ebitenGamepadMatchingCallback
func ebitenGamepadMatchingCallback(ctx unsafe.Pointer, res C.IOReturn, sender unsafe.Pointer, device C.IOHIDDeviceRef) {
n := theGamepads.native.(*nativeGamepadsImpl)
n.devicesM.Lock()
defer n.devicesM.Unlock()
n.devicesToAdd = append(n.devicesToAdd, device)
}
//export ebitenGamepadRemovalCallback
func ebitenGamepadRemovalCallback(ctx unsafe.Pointer, res C.IOReturn, sender unsafe.Pointer, device C.IOHIDDeviceRef) {
n := theGamepads.native.(*nativeGamepadsImpl)
n.devicesM.Lock()
defer n.devicesM.Unlock()
n.devicesToRemove = append(n.devicesToRemove, device)
}
func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
n := theGamepads.native.(*nativeGamepadsImpl)
n.devicesM.Lock()
defer n.devicesM.Unlock()
for _, device := range g.devicesToAdd {
g.addDevice(device, gamepads)
}
for _, device := range g.devicesToRemove {
gamepads.remove(func(g *Gamepad) bool {
return g.native.(*nativeGamepadImpl).device == device
})
}
g.devicesToAdd = g.devicesToAdd[:0]
g.devicesToRemove = g.devicesToRemove[:0]
return nil
}
func (g *nativeGamepadsImpl) addDevice(device C.IOHIDDeviceRef, gamepads *gamepads) {
if gamepads.find(func(g *Gamepad) bool {
return g.native.(*nativeGamepadImpl).device == device
}) != nil {
return
}
name := "Unknown"
if prop := C.IOHIDDeviceGetProperty(device, C.cfStringRefIOHIDProductKey()); prop != 0 {
var cstr [256]C.char
C.CFStringGetCString(C.CFStringRef(prop), &cstr[0], C.CFIndex(len(cstr)), C.kCFStringEncodingUTF8)
name = C.GoString(&cstr[0])
}
var vendor uint32
if prop := C.IOHIDDeviceGetProperty(device, C.cfStringRefIOHIDVendorIDKey()); prop != 0 {
C.CFNumberGetValue(C.CFNumberRef(prop), C.kCFNumberSInt32Type, unsafe.Pointer(&vendor))
}
var product uint32
if prop := C.IOHIDDeviceGetProperty(device, C.cfStringRefIOHIDProductIDKey()); prop != 0 {
C.CFNumberGetValue(C.CFNumberRef(prop), C.kCFNumberSInt32Type, unsafe.Pointer(&product))
}
var version uint32
if prop := C.IOHIDDeviceGetProperty(device, C.cfStringRefIOHIDVersionNumberKey()); prop != 0 {
C.CFNumberGetValue(C.CFNumberRef(prop), C.kCFNumberSInt32Type, unsafe.Pointer(&version))
}
var sdlID string
if vendor != 0 && product != 0 {
sdlID = fmt.Sprintf("03000000%02x%02x0000%02x%02x0000%02x%02x0000",
byte(vendor), byte(vendor>>8),
byte(product), byte(product>>8),
byte(version), byte(version>>8))
} else {
bs := []byte(name)
if len(bs) < 12 {
bs = append(bs, make([]byte, 12-len(bs))...)
}
sdlID = fmt.Sprintf("05000000%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x",
bs[0], bs[1], bs[2], bs[3], bs[4], bs[5], bs[6], bs[7], bs[8], bs[9], bs[10], bs[11])
}
elements := C.IOHIDDeviceCopyMatchingElements(device, 0, C.kIOHIDOptionsTypeNone)
defer C.CFRelease(C.CFTypeRef(elements))
n := &nativeGamepadImpl{
device: device,
}
gp := gamepads.add(name, sdlID)
gp.native = n
for i := C.CFIndex(0); i < C.CFArrayGetCount(elements); i++ {
native := (C.IOHIDElementRef)(C.CFArrayGetValueAtIndex(elements, i))
if C.CFGetTypeID(C.CFTypeRef(native)) != C.IOHIDElementGetTypeID() {
continue
}
typ := C.IOHIDElementGetType(native)
if typ != C.kIOHIDElementTypeInput_Axis &&
typ != C.kIOHIDElementTypeInput_Button &&
typ != C.kIOHIDElementTypeInput_Misc {
continue
}
usage := C.IOHIDElementGetUsage(native)
page := C.IOHIDElementGetUsagePage(native)
switch page {
case C.kHIDPage_GenericDesktop:
switch usage {
case C.kHIDUsage_GD_X, C.kHIDUsage_GD_Y, C.kHIDUsage_GD_Z,
C.kHIDUsage_GD_Rx, C.kHIDUsage_GD_Ry, C.kHIDUsage_GD_Rz,
C.kHIDUsage_GD_Slider, C.kHIDUsage_GD_Dial, C.kHIDUsage_GD_Wheel:
n.axes = append(n.axes, element{
native: native,
usage: int(usage),
index: len(n.axes),
minimum: int(C.IOHIDElementGetLogicalMin(native)),
maximum: int(C.IOHIDElementGetLogicalMax(native)),
})
case C.kHIDUsage_GD_Hatswitch:
n.hats = append(n.hats, element{
native: native,
usage: int(usage),
index: len(n.hats),
minimum: int(C.IOHIDElementGetLogicalMin(native)),
maximum: int(C.IOHIDElementGetLogicalMax(native)),
})
case C.kHIDUsage_GD_DPadUp, C.kHIDUsage_GD_DPadRight, C.kHIDUsage_GD_DPadDown, C.kHIDUsage_GD_DPadLeft,
C.kHIDUsage_GD_SystemMainMenu, C.kHIDUsage_GD_Select, C.kHIDUsage_GD_Start:
n.buttons = append(n.buttons, element{
native: native,
usage: int(usage),
index: len(n.buttons),
minimum: int(C.IOHIDElementGetLogicalMin(native)),
maximum: int(C.IOHIDElementGetLogicalMax(native)),
})
}
case C.kHIDPage_Simulation:
switch usage {
case C.kHIDUsage_Sim_Accelerator, C.kHIDUsage_Sim_Brake, C.kHIDUsage_Sim_Throttle, C.kHIDUsage_Sim_Rudder, C.kHIDUsage_Sim_Steering:
n.axes = append(n.axes, element{
native: native,
usage: int(usage),
index: len(n.axes),
minimum: int(C.IOHIDElementGetLogicalMin(native)),
maximum: int(C.IOHIDElementGetLogicalMax(native)),
})
}
case C.kHIDPage_Button, C.kHIDPage_Consumer:
n.buttons = append(n.buttons, element{
native: native,
usage: int(usage),
index: len(n.buttons),
minimum: int(C.IOHIDElementGetLogicalMin(native)),
maximum: int(C.IOHIDElementGetLogicalMax(native)),
})
}
}
sort.Stable(n.axes)
sort.Stable(n.buttons)
sort.Stable(n.hats)
}
type element struct {
native C.IOHIDElementRef
usage int
index int
minimum int
maximum int
}
type elements []element
func (e elements) Len() int {
return len(e)
}
func (e elements) Less(i, j int) bool {
if e[i].usage != e[j].usage {
return e[i].usage < e[j].usage
}
if e[i].index != e[j].index {
return e[i].index < e[j].index
}
return false
}
func (e elements) Swap(i, j int) {
e[i], e[j] = e[j], e[i]
}
type nativeGamepadImpl struct {
device C.IOHIDDeviceRef
axes elements
buttons elements
hats elements
axisValues []float64
buttonValues []bool
hatValues []int
}
func (g *nativeGamepadImpl) elementValue(e *element) int {
var valueRef C.IOHIDValueRef
if C.IOHIDDeviceGetValue(g.device, e.native, &valueRef) == C.kIOReturnSuccess {
return int(C.IOHIDValueGetIntegerValue(valueRef))
}
return 0
}
func (g *nativeGamepadImpl) update(gamepads *gamepads) error {
if cap(g.axisValues) < len(g.axes) {
g.axisValues = make([]float64, len(g.axes))
}
g.axisValues = g.axisValues[:len(g.axes)]
if cap(g.buttonValues) < len(g.buttons) {
g.buttonValues = make([]bool, len(g.buttons))
}
g.buttonValues = g.buttonValues[:len(g.buttons)]
if cap(g.hatValues) < len(g.hats) {
g.hatValues = make([]int, len(g.hats))
}
g.hatValues = g.hatValues[:len(g.hats)]
for i, a := range g.axes {
raw := g.elementValue(&a)
if raw < a.minimum {
a.minimum = raw
}
if raw > a.maximum {
a.maximum = raw
}
var value float64
if size := a.maximum - a.minimum; size != 0 {
value = 2*float64(raw-a.minimum)/float64(size) - 1
}
g.axisValues[i] = value
}
for i, b := range g.buttons {
g.buttonValues[i] = g.elementValue(&b) > 0
}
hatStates := []int{
hatUp,
hatRightUp,
hatRight,
hatRightDown,
hatDown,
hatLeftDown,
hatLeft,
hatLeftUp,
}
for i, h := range g.hats {
if state := g.elementValue(&h); state < 0 || state >= len(hatStates) {
g.hatValues[i] = hatCentered
} else {
g.hatValues[i] = hatStates[state]
}
}
return nil
}
func (g *nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
return false
}
func (g *nativeGamepadImpl) axisCount() int {
return len(g.axisValues)
}
func (g *nativeGamepadImpl) buttonCount() int {
return len(g.buttonValues)
}
func (g *nativeGamepadImpl) hatCount() int {
return len(g.hatValues)
}
func (g *nativeGamepadImpl) axisValue(axis int) float64 {
if axis < 0 || axis >= len(g.axisValues) {
return 0
}
return g.axisValues[axis]
}
func (g *nativeGamepadImpl) buttonValue(button int) float64 {
panic("gamepad: buttonValue is not implemented")
}
func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
if button < 0 || button >= len(g.buttonValues) {
return false
}
return g.buttonValues[button]
}
func (g *nativeGamepadImpl) hatState(hat int) int {
if hat < 0 || hat >= len(g.hatValues) {
return hatCentered
}
return g.hatValues[hat]
}
func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
// TODO: Implement this (#1452)
}