ebiten/internal/gamepad/gamepad_ios.go
Hajime Hoshi b7dd45c0e4 internal/gamepad: ignore the very first MotionEvent with 0 value for Android
On Android, MotionEvent with 0 values might come for axes when connecting
a gamepad, even though a user didn't touch any axes. This is problematic
especially for tirgger axes, where the default value should be -1.

This change fixes the issue by adding a new state `axesReady` to check
if an axis is really touched or not. If an axis is not touched yet,
a button value for a standard (trigger) button always returns 0.

This change also removes an old hack to initialize axis values for
triggers.

Closes #2598
2024-03-21 22:28:48 +09:00

114 lines
2.5 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 (
"time"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
)
type nativeGamepadsImpl struct{}
func newNativeGamepadsImpl() nativeGamepads {
return &nativeGamepadsImpl{}
}
func (*nativeGamepadsImpl) init(gamepads *gamepads) error {
initializeIOSGamepads()
return nil
}
func (*nativeGamepadsImpl) update(gamepads *gamepads) error {
return nil
}
type nativeGamepadImpl struct {
controller uintptr
buttonMask uint16
hasDualshockTouchpad bool
hasXboxPaddles bool
hasXboxShareButton bool
axes []float64
buttons []bool
hats []int
}
func (g *nativeGamepadImpl) update(gamepad *gamepads) error {
g.updateIOSGamepad()
return nil
}
func (*nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
return false
}
func (*nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
return nil
}
func (*nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
return nil
}
func (g *nativeGamepadImpl) axisCount() int {
return len(g.axes)
}
func (g *nativeGamepadImpl) buttonCount() int {
return len(g.buttons)
}
func (g *nativeGamepadImpl) hatCount() int {
return len(g.hats)
}
func (g *nativeGamepadImpl) isAxisReady(axis int) bool {
return axis >= 0 && axis < g.axisCount()
}
func (g *nativeGamepadImpl) axisValue(axis int) float64 {
if axis < 0 || axis >= len(g.axes) {
return 0
}
return g.axes[axis]
}
func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
if button < 0 || button >= len(g.buttons) {
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 >= len(g.hats) {
return 0
}
return g.hats[hat]
}
func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
// TODO: Implement this (#1452)
}