2015-01-19 14:21:24 +01:00
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// Copyright 2015 Hajime Hoshi
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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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2016-10-15 17:09:03 +02:00
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// +build example
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2016-09-03 07:03:41 +02:00
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package blocks
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2015-01-19 14:21:24 +01:00
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import (
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"fmt"
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2016-09-03 07:03:41 +02:00
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2015-01-19 14:21:24 +01:00
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"github.com/hajimehoshi/ebiten"
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)
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2016-09-03 07:33:45 +02:00
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type abstractButton int
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2015-01-19 14:21:24 +01:00
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const (
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abstractButtonLeft abstractButton = iota
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abstractButtonRight
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abstractButtonDown
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abstractButtonButtonA
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abstractButtonButtonB
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2015-01-19 14:21:24 +01:00
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)
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const threshold = 0.75
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type axis struct {
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id int
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positive bool
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}
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2016-09-03 07:33:45 +02:00
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type gamepadConfig struct {
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current abstractButton
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buttons map[abstractButton]ebiten.GamepadButton
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axes map[abstractButton]axis
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assignedButtons map[ebiten.GamepadButton]struct{}
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assignedAxes map[axis]struct{}
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}
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2016-09-03 07:33:45 +02:00
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func (c *gamepadConfig) initializeIfNeeded() {
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if c.buttons == nil {
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c.buttons = map[abstractButton]ebiten.GamepadButton{}
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2015-01-19 14:21:24 +01:00
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}
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if c.axes == nil {
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c.axes = map[abstractButton]axis{}
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}
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if c.assignedButtons == nil {
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c.assignedButtons = map[ebiten.GamepadButton]struct{}{}
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}
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if c.assignedAxes == nil {
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c.assignedAxes = map[axis]struct{}{}
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}
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}
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2016-09-03 07:33:45 +02:00
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func (c *gamepadConfig) Reset() {
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c.buttons = nil
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c.axes = nil
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c.assignedButtons = nil
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c.assignedAxes = nil
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}
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2016-09-03 07:33:45 +02:00
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func (c *gamepadConfig) Scan(index int, b abstractButton) bool {
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c.initializeIfNeeded()
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delete(c.buttons, b)
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delete(c.axes, b)
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ebn := ebiten.GamepadButton(ebiten.GamepadButtonNum(index))
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for eb := ebiten.GamepadButton(0); eb < ebn; eb++ {
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if _, ok := c.assignedButtons[eb]; ok {
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continue
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}
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if ebiten.IsGamepadButtonPressed(index, eb) {
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c.buttons[b] = eb
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c.assignedButtons[eb] = struct{}{}
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return true
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}
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}
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an := ebiten.GamepadAxisNum(index)
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for a := 0; a < an; a++ {
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v := ebiten.GamepadAxis(index, a)
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2017-06-06 18:38:04 +02:00
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// Check |v| < 1.0 because
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// 1) there is a bug that a button returns an axis value wrongly
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// and the value may be over 1.
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// 2) just 1.0 or -1.0 values are ignored since PS4's L2/R2 keys take
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// -1.0 by default.
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if threshold <= v && v < 1.0 {
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if _, ok := c.assignedAxes[axis{a, true}]; !ok {
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c.axes[b] = axis{a, true}
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c.assignedAxes[axis{a, true}] = struct{}{}
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return true
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}
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}
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2017-06-06 18:38:04 +02:00
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if -1.0 < v && v <= -threshold {
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if _, ok := c.assignedAxes[axis{a, false}]; !ok {
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c.axes[b] = axis{a, false}
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c.assignedAxes[axis{a, false}] = struct{}{}
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return true
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}
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}
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}
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return false
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}
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func (c *gamepadConfig) IsButtonPressed(id int, b abstractButton) bool {
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c.initializeIfNeeded()
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bb, ok := c.buttons[b]
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if ok {
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return ebiten.IsGamepadButtonPressed(0, bb)
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}
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a, ok := c.axes[b]
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if ok {
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v := ebiten.GamepadAxis(0, a.id)
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if a.positive {
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return threshold <= v && v <= 1.0
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} else {
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return -1.0 <= v && v <= -threshold
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}
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}
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return false
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}
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2016-09-03 07:33:45 +02:00
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func (c *gamepadConfig) Name(b abstractButton) string {
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c.initializeIfNeeded()
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bb, ok := c.buttons[b]
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if ok {
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return fmt.Sprintf("Button %d", bb)
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}
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a, ok := c.axes[b]
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if ok {
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if a.positive {
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return fmt.Sprintf("Axis %d+", a.id)
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} else {
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return fmt.Sprintf("Axis %d-", a.id)
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}
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}
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return ""
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}
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