The inotify limits are per user, so another program can exhaust them and make InotifyInit1 or InotifyAddWatch fail. That aborted RunGame with "gamepad: InotifyAddWatch failed: no space left on device" even though inotify is only used to detect hotplugged gamepads. GLFW ignores these errors, so do the same and keep the gamepads found by the initial scan. Closes #3304
34 lines
1.1 KiB
Go
34 lines
1.1 KiB
Go
// Copyright 2026 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build !android && !nintendosdk && !playstation5
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package gamepad
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import "unsafe"
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const (
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FFEffectSize = unsafe.Sizeof(ff_effect{})
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FFEffectUnionOffset = unsafe.Offsetof(ff_effect{}.u)
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FFEffectRumbleOffset = unsafe.Offsetof(ff_effect{}.u) + unsafe.Offsetof(ff_effect_union{}.rumble)
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)
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const DirName = dirName
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// InitNativeGamepadsForTest initializes the device-polling backend, as the first [Update] does.
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func InitNativeGamepadsForTest() error {
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var gs gamepads
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return newNativeGamepadsImpl().init(&gs)
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}
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