ebiten/internal/gamepad/gamepad_android.go

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// Copyright 2022 The Ebiten Authors
//
// 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.
//go:build !nintendosdk
package gamepad
import (
"time"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
)
type nativeGamepadsImpl struct{}
func newNativeGamepadsImpl() nativeGamepads {
return &nativeGamepadsImpl{}
}
func (*nativeGamepadsImpl) init(gamepads *gamepads) error {
return nil
}
func (*nativeGamepadsImpl) update(gamepads *gamepads) error {
return nil
}
type nativeGamepadImpl struct {
androidDeviceID int
axes []float64
buttons []bool
hats []int
}
func (*nativeGamepadImpl) update(gamepad *gamepads) error {
// Do nothing. The state of gamepads are given via APIs in extern_android.go.
return nil
}
func (*nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
return false
}
func (*nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
return nil
}
func (*nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
return nil
}
func (g *nativeGamepadImpl) axisCount() int {
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return len(g.axes)
}
func (g *nativeGamepadImpl) buttonCount() int {
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return len(g.buttons)
}
func (g *nativeGamepadImpl) hatCount() int {
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return len(g.hats)
}
func (g *nativeGamepadImpl) axisValue(axis int) float64 {
if axis < 0 || axis >= len(g.axes) {
return 0
}
return g.axes[axis]
}
func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
if button < 0 || button >= len(g.buttons) {
return false
}
return g.buttons[button]
}
func (g *nativeGamepadImpl) buttonValue(button int) float64 {
if g.isButtonPressed(button) {
return 1
}
return 0
}
func (g *nativeGamepadImpl) hatState(hat int) int {
if hat < 0 || hat >= len(g.hats) {
return 0
}
return g.hats[hat]
}
func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
// TODO: Implement this (#1452)
}