ebiten/examples/blocks/blocks/gamepad.go

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// Copyright 2015 Hajime Hoshi
//
// 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.
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package blocks
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import (
"fmt"
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"github.com/hajimehoshi/ebiten"
)
// A StdButton represents a standard gamepad button.
// See also: http://www.w3.org/TR/gamepad/
// [UL0] [UR0]
// [UL1] [UR1]
//
// [LU] [CC] [RU]
// [LL][LR] [CL][CR] [RL][RR]
// [LD] [RD]
// [AL] [AR]
type StdButton int
const (
StdButtonNone StdButton = iota
StdButtonLL
StdButtonLR
StdButtonLU
StdButtonLD
StdButtonCL
StdButtonCC
StdButtonCR
StdButtonRL
StdButtonRR
StdButtonRU
StdButtonRD
StdButtonUL0
StdButtonUL1
StdButtonUR0
StdButtonUR1
StdButtonAL
StdButtonAR
)
const threshold = 0.75
type axis struct {
id int
positive bool
}
type Configuration struct {
current StdButton
buttons map[StdButton]ebiten.GamepadButton
axes map[StdButton]axis
assignedButtons map[ebiten.GamepadButton]struct{}
assignedAxes map[axis]struct{}
}
func (c *Configuration) initializeIfNeeded() {
if c.buttons == nil {
c.buttons = map[StdButton]ebiten.GamepadButton{}
}
if c.axes == nil {
c.axes = map[StdButton]axis{}
}
if c.assignedButtons == nil {
c.assignedButtons = map[ebiten.GamepadButton]struct{}{}
}
if c.assignedAxes == nil {
c.assignedAxes = map[axis]struct{}{}
}
}
func (c *Configuration) Reset() {
c.buttons = nil
c.axes = nil
c.assignedButtons = nil
c.assignedAxes = nil
}
func (c *Configuration) Scan(index int, b StdButton) bool {
c.initializeIfNeeded()
delete(c.buttons, b)
delete(c.axes, b)
ebn := ebiten.GamepadButton(ebiten.GamepadButtonNum(index))
for eb := ebiten.GamepadButton(0); eb < ebn; eb++ {
if _, ok := c.assignedButtons[eb]; ok {
continue
}
if ebiten.IsGamepadButtonPressed(index, eb) {
c.buttons[b] = eb
c.assignedButtons[eb] = struct{}{}
return true
}
}
an := ebiten.GamepadAxisNum(index)
for a := 0; a < an; a++ {
v := ebiten.GamepadAxis(index, a)
// Check v <= 1.0 because there is a bug that a button returns an axis value wrongly and the value may be over 1.
if threshold <= v && v <= 1.0 {
if _, ok := c.assignedAxes[axis{a, true}]; !ok {
c.axes[b] = axis{a, true}
c.assignedAxes[axis{a, true}] = struct{}{}
return true
}
}
if -1.0 <= v && v <= -threshold {
if _, ok := c.assignedAxes[axis{a, false}]; !ok {
c.axes[b] = axis{a, false}
c.assignedAxes[axis{a, false}] = struct{}{}
return true
}
}
}
return false
}
func (c *Configuration) IsButtonPressed(id int, b StdButton) bool {
c.initializeIfNeeded()
bb, ok := c.buttons[b]
if ok {
return ebiten.IsGamepadButtonPressed(0, bb)
}
a, ok := c.axes[b]
if ok {
v := ebiten.GamepadAxis(0, a.id)
if a.positive {
return threshold <= v && v <= 1.0
} else {
return -1.0 <= v && v <= -threshold
}
}
return false
}
func (c *Configuration) Name(b StdButton) string {
c.initializeIfNeeded()
bb, ok := c.buttons[b]
if ok {
return fmt.Sprintf("Button %d", bb)
}
a, ok := c.axes[b]
if ok {
if a.positive {
return fmt.Sprintf("Axis %d+", a.id)
} else {
return fmt.Sprintf("Axis %d-", a.id)
}
}
return ""
}