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gamepad.go
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gamepad.go
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// Copyright 2021 Google LLC
//
// 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 input
import (
"fmt"
"io"
"os"
"regexp"
"strings"
"github.com/hajimehoshi/ebiten/v2"
"github.com/divVerent/aaaaxy/internal/flag"
"github.com/divVerent/aaaaxy/internal/log"
"github.com/divVerent/aaaaxy/internal/vfs"
)
var (
gamepad = flag.Bool("gamepad", true, "enable gamepad input")
gamepadAxisOnThreshold = flag.Float64("gamepad_axis_on_threshold", 0.6, "minimum amount to push the game pad for registering an action; can be zero to accept any movement")
gamepadAxisOffThreshold = flag.Float64("gamepad_axis_off_threshold", 0.4, "maximum amount to push the game pad for unregistering an action; can be zero to accept any movement")
gamepadOverride = flag.String("gamepad_override", "", "entries in SDL_GameControllerDB format to add/override gamepad support; multiple entries are permitted and can be separated by newlines or semicolons; can also be provided via $SDL_GAMECONTROLLERCONFIG environment variable")
debugGamepadLogging = flag.Bool("debug_gamepad_logging", false, "log all gamepad states (spammy)")
)
type (
padControls struct {
buttons []ebiten.StandardGamepadButton
axes []ebiten.StandardGamepadAxis
axisDirection float64
}
)
var (
leftPad = padControls{
buttons: []ebiten.StandardGamepadButton{
ebiten.StandardGamepadButtonLeftLeft,
},
axes: []ebiten.StandardGamepadAxis{
ebiten.StandardGamepadAxisLeftStickHorizontal,
ebiten.StandardGamepadAxisRightStickHorizontal,
},
axisDirection: -1,
}
rightPad = padControls{
buttons: []ebiten.StandardGamepadButton{
ebiten.StandardGamepadButtonLeftRight,
},
axes: []ebiten.StandardGamepadAxis{
ebiten.StandardGamepadAxisLeftStickHorizontal,
ebiten.StandardGamepadAxisRightStickHorizontal,
},
axisDirection: +1,
}
upPad = padControls{
buttons: []ebiten.StandardGamepadButton{
ebiten.StandardGamepadButtonLeftTop,
},
axes: []ebiten.StandardGamepadAxis{
ebiten.StandardGamepadAxisLeftStickVertical,
ebiten.StandardGamepadAxisRightStickVertical,
},
axisDirection: -1,
}
downPad = padControls{
buttons: []ebiten.StandardGamepadButton{
ebiten.StandardGamepadButtonLeftBottom,
},
axes: []ebiten.StandardGamepadAxis{
ebiten.StandardGamepadAxisLeftStickVertical,
ebiten.StandardGamepadAxisRightStickVertical,
},
axisDirection: +1,
}
jumpPad = padControls{
buttons: []ebiten.StandardGamepadButton{
ebiten.StandardGamepadButtonRightBottom,
ebiten.StandardGamepadButtonRightTop,
ebiten.StandardGamepadButtonFrontBottomRight,
},
}
actionPad = padControls{
buttons: []ebiten.StandardGamepadButton{
ebiten.StandardGamepadButtonRightLeft,
ebiten.StandardGamepadButtonRightRight,
ebiten.StandardGamepadButtonFrontBottomLeft,
},
}
exitPad = padControls{
buttons: []ebiten.StandardGamepadButton{
ebiten.StandardGamepadButtonFrontTopLeft,
ebiten.StandardGamepadButtonFrontTopRight,
ebiten.StandardGamepadButtonCenterLeft,
ebiten.StandardGamepadButtonCenterRight,
ebiten.StandardGamepadButtonCenterCenter,
},
}
// Ignore ebiten.StandardGamepadButtonLeftStick.
// Ignore ebiten.StandardGamepadButtonRightStick.
)
var (
// gamepadInvAxisOnThreshold is 1.0 divided by the variable gamepadAxisOnThreshold. Done to save a division for every axis test.
gamepadInvAxisOnThreshold float64
// gamepadInvAxisOffThreshold is 1.0 divided by the variable gamepadAxisOffThreshold. Done to save a division for every axis test.
gamepadInvAxisOffThreshold float64
// gamepads is the set of currently active gamepads. The boolean value should always be true, except during rescanning, where it's set to false temporarily to detect removed gamepads.
gamepads = map[ebiten.GamepadID]struct{}{}
// allGamepads is the set of all gamepads, even unsupported ones.
allGamepads = map[ebiten.GamepadID]bool{}
// allGamepadsList is the list of all gamepads. Global to reduce allocation.
allGamepadsList []ebiten.GamepadID
)
func (i *impulse) gamepadPressed() InputMap {
t := *gamepadAxisOnThreshold
if i.Held {
t = *gamepadAxisOffThreshold
}
for p := range gamepads {
for _, b := range i.padControls.buttons {
if ignoredGamepadButtons[b] {
continue
}
if ebiten.IsStandardGamepadButtonPressed(p, b) {
return Gamepad
}
}
for _, a := range i.padControls.axes {
if ignoredGamepadAxes[a] {
continue
}
if ebiten.StandardGamepadAxisValue(p, a)*i.padControls.axisDirection >= t {
return Gamepad
}
}
}
return NoInput
}
func encodeAxis[K comparable](f float64, m map[K]string, i K) {
if f < -0.333 {
m[i] = "-"
}
if f > 0.333 {
m[i] = "+"
}
}
func standardAxisName(a int) string {
switch ebiten.StandardGamepadAxis(a) {
case ebiten.StandardGamepadAxisLeftStickHorizontal:
return "LX"
case ebiten.StandardGamepadAxisLeftStickVertical:
return "LY"
case ebiten.StandardGamepadAxisRightStickHorizontal:
return "RX"
case ebiten.StandardGamepadAxisRightStickVertical:
return "RY"
}
return "?"
}
func standardButtonName(b int) string {
switch ebiten.StandardGamepadButton(b) {
case ebiten.StandardGamepadButtonRightBottom:
return "RB"
case ebiten.StandardGamepadButtonRightRight:
return "RR"
case ebiten.StandardGamepadButtonRightLeft:
return "RL"
case ebiten.StandardGamepadButtonRightTop:
return "RT"
case ebiten.StandardGamepadButtonFrontTopLeft:
return "FTL"
case ebiten.StandardGamepadButtonFrontTopRight:
return "FTR"
case ebiten.StandardGamepadButtonFrontBottomLeft:
return "FBL"
case ebiten.StandardGamepadButtonFrontBottomRight:
return "FBR"
case ebiten.StandardGamepadButtonCenterLeft:
return "CL"
case ebiten.StandardGamepadButtonCenterRight:
return "CR"
case ebiten.StandardGamepadButtonLeftStick:
return "LS"
case ebiten.StandardGamepadButtonRightStick:
return "RS"
case ebiten.StandardGamepadButtonLeftTop:
return "LT"
case ebiten.StandardGamepadButtonLeftBottom:
return "LB"
case ebiten.StandardGamepadButtonLeftLeft:
return "LL"
case ebiten.StandardGamepadButtonLeftRight:
return "LR"
case ebiten.StandardGamepadButtonCenterCenter:
return "CC"
}
return "?"
}
func gamepadLog() {
if !*debugGamepadLogging {
return
}
type state struct {
Name string
SDLID string
AxisCount int
ButtonCount int
HasStandard bool
Axis map[int]string
Button []int
StandardAxis map[string]string
StandardButton []string
}
var states []state
for _, p := range allGamepadsList {
s := state{
Name: ebiten.GamepadName(p),
SDLID: ebiten.GamepadSDLID(p),
AxisCount: ebiten.GamepadAxisCount(p),
ButtonCount: ebiten.GamepadButtonCount(p),
HasStandard: ebiten.IsStandardGamepadLayoutAvailable(p),
Axis: map[int]string{},
StandardAxis: map[string]string{},
}
for i := 0; i < ebiten.GamepadAxisCount(p); i++ {
encodeAxis(ebiten.GamepadAxisValue(p, i), s.Axis, i)
}
for i := 0; i < ebiten.GamepadButtonCount(p); i++ {
if ebiten.IsGamepadButtonPressed(p, ebiten.GamepadButton(i)) {
s.Button = append(s.Button, i)
}
}
for i := 0; i <= int(ebiten.StandardGamepadAxisMax); i++ {
encodeAxis(ebiten.StandardGamepadAxisValue(p, ebiten.StandardGamepadAxis(i)), s.StandardAxis, standardAxisName(i))
}
for i := 0; i <= int(ebiten.StandardGamepadButtonMax); i++ {
if ebiten.IsStandardGamepadButtonPressed(p, ebiten.StandardGamepadButton(i)) {
s.StandardButton = append(s.StandardButton, standardButtonName(i))
}
}
states = append(states, s)
}
log.Infof("gamepad states: %+v", states)
}
func gamepadScan() {
if !*gamepad {
for p := range gamepads {
delete(gamepads, p)
}
return
}
// List new gamepads.
allGamepadsList = ebiten.AppendGamepadIDs(allGamepadsList[:0])
// Detect added/removed gamepads.
for p := range allGamepads {
allGamepads[p] = false
}
for _, p := range allGamepadsList {
_, alreadyThere := allGamepads[p]
if alreadyThere {
allGamepads[p] = true
continue
}
log.Infof("gamepad %v (%v) added", ebiten.GamepadName(p), ebiten.GamepadSDLID(p))
allGamepads[p] = true
if !ebiten.IsStandardGamepadLayoutAvailable(p) {
log.Errorf("gamepad %v (%v) has no standard layout - cannot use", ebiten.GamepadName(p), ebiten.GamepadSDLID(p))
continue
}
// A good gamepad! Add it.
gamepads[p] = struct{}{}
}
for p, stillThere := range allGamepads {
if stillThere {
continue
}
log.Infof("gamepad %v (%v) removed", ebiten.GamepadName(p), ebiten.GamepadSDLID(p))
delete(allGamepads, p)
delete(gamepads, p)
}
gamepadLog()
}
func applyAndLogGameControllerDb(config string, err error, name string) {
if os.IsNotExist(err) {
log.Infof("%v not provided - OK", name)
return
}
if err != nil {
log.Warningf("could not load %v: %v", name, err)
return
}
if config == "" {
log.Infof("%v not provided - OK", name)
return
}
anyApplied := false
anyError := false
for line, entry := range strings.Split(config, "\n") {
applied, err := ebiten.UpdateStandardGamepadLayoutMappings(entry)
if err != nil {
log.Errorf("could not add %v line %v: %v", name, line+1, err)
anyError = true
}
if applied {
anyApplied = true
}
}
if anyError {
// Already logged something, no need to log more.
} else if anyApplied {
log.Infof("%v applied", name)
} else {
log.Infof("%v exist but are not used on this platform", name)
}
}
func readBuiltinGamepadMappings() (string, error) {
configHandle, err := vfs.Load("input", "gamecontrollerdb.txt")
if err != nil {
return "", fmt.Errorf("open: %w", err)
}
defer configHandle.Close()
configBytes, err := io.ReadAll(configHandle)
if err != nil {
return "", fmt.Errorf("read: %w", err)
}
return string(configBytes), nil
}
func gamepadInit() {
// Note: we're also stripping spaces before/after a semicolon
// as a user might be putting some given they're usual in English,
// yet they're technically invalid in SDL_GameControllerDB format.
semiRE := regexp.MustCompile(`\s*;\s*`)
// Support an included gamecontrollerdb.txt override.
// Doing this because Ebitengine's lags behind.
mappings, err := readBuiltinGamepadMappings()
applyAndLogGameControllerDb(mappings, err, "included gamepad mappings")
// Support ~/.config/AAAAXY/gamecontrollerdb.txt.
configBytes, err := vfs.ReadState(vfs.Config, "gamecontrollerdb.txt")
applyAndLogGameControllerDb(string(configBytes), err, "gamepad mappings from gamecontrollerdb.txt")
// Support the environment variable.
config := semiRE.ReplaceAllString(os.Getenv("SDL_GAMECONTROLLERCONFIG"), "\n")
applyAndLogGameControllerDb(config, nil, "gamepad mappings from $SDL_GAMECONTROLLERCONFIG")
// Also support the flag. Note that the flag value is saved.
config = semiRE.ReplaceAllString(*gamepadOverride, "\n")
applyAndLogGameControllerDb(config, nil, "gamepad mappings from --gamepad_override")
}
func gamepadEasterEggKeyState() int {
state := 0
for p := range gamepads {
if ebiten.IsStandardGamepadButtonPressed(p, ebiten.StandardGamepadButtonRightBottom) {
state |= easterEggA
}
if ebiten.IsStandardGamepadButtonPressed(p, ebiten.StandardGamepadButtonRightRight) {
state |= easterEggB
}
if ebiten.IsStandardGamepadButtonPressed(p, ebiten.StandardGamepadButtonRightLeft) {
state |= easterEggX
}
if ebiten.IsStandardGamepadButtonPressed(p, ebiten.StandardGamepadButtonRightTop) {
state |= easterEggY
}
}
return state
}