mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 21:17:27 +01:00
134 lines
3.1 KiB
Go
134 lines
3.1 KiB
Go
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// Copyright 2022 The Ebiten 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 darwin && !ios
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// +build darwin,!ios
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package glfw
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import (
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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gamepadpkg "github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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)
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type nativeGamepads struct{}
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func (i *Input) updateGamepads() {
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gamepadpkg.Update()
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}
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func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
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return gamepadpkg.AppendGamepadIDs(gamepadIDs)
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}
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func (i *Input) GamepadSDLID(id driver.GamepadID) string {
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g := gamepadpkg.Get(id)
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if g == nil {
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return ""
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}
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return g.SDLID()
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}
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func (i *Input) GamepadName(id driver.GamepadID) string {
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g := gamepadpkg.Get(id)
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if g == nil {
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return ""
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}
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return g.Name()
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}
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func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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g := gamepadpkg.Get(id)
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if g == nil {
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return 0
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}
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return g.AxisNum()
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}
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func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
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g := gamepadpkg.Get(id)
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if g == nil {
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return 0
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}
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return g.Axis(axis)
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}
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func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
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g := gamepadpkg.Get(id)
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if g == nil {
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return 0
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}
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// For backward compatibility, hats are treated as buttons in GLFW.
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return g.ButtonNum() + g.HatNum()*4
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}
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func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
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g := gamepadpkg.Get(id)
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if g == nil {
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return false
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}
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nbuttons := g.ButtonNum()
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if int(button) < nbuttons {
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return g.Button(int(button))
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}
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// For backward compatibility, hats are treated as buttons in GLFW.
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if hat := (int(button) - nbuttons) / 4; hat < g.HatNum() {
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dir := (int(button) - nbuttons) % 4
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return g.Hat(hat)&(1<<dir) != 0
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}
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return false
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}
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func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
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g := gamepadpkg.Get(id)
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if g == nil {
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return false
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}
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return g.IsStandardLayoutAvailable()
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}
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func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
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g := gamepadpkg.Get(id)
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if g == nil {
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return 0
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}
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return g.StandardAxisValue(axis)
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}
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func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
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g := gamepadpkg.Get(id)
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if g == nil {
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return 0
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}
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return g.StandardButtonValue(button)
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}
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func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
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g := gamepadpkg.Get(id)
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if g == nil {
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return false
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}
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return g.IsStandardButtonPressed(button)
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}
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func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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// TODO: Implement this (#1452)
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}
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