2015-02-01 13:47:47 +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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package ebiten
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import (
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2022-02-05 14:21:41 +01:00
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"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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2021-09-11 15:46:05 +02:00
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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2022-02-06 08:08:22 +01:00
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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2015-02-01 13:47:47 +01:00
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)
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2021-07-09 19:03:48 +02:00
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// AppendInputChars appends "printable" runes, read from the keyboard at the time update is called, to runes,
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// and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendInputChars represents the environment's locale-dependent translation of keyboard
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2021-12-19 15:58:55 +01:00
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// input to Unicode characters. On the other hand, Key represents a physical key of US keyboard layout
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//
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// "Control" and modifier keys should be handled with IsKeyPressed.
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//
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// AppendInputChars is concurrent-safe.
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2020-02-22 18:07:26 +01:00
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//
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// On Android (ebitenmobile), EbitenView must be focusable to enable to handle keyboard keys.
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//
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// Keyboards don't work on iOS yet (#1090).
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func AppendInputChars(runes []rune) []rune {
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return ui.Get().Input().AppendInputChars(runes)
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}
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// InputChars return "printable" runes read from the keyboard at the time update is called.
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//
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// Deprecated: as of v2.2. Use AppendInputChars instead.
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func InputChars() []rune {
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return AppendInputChars(nil)
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}
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2015-02-01 13:47:47 +01:00
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// IsKeyPressed returns a boolean indicating whether key is pressed.
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//
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// If you want to know whether the key started being pressed in the current frame,
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// use inpututil.IsKeyJustPressed
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//
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// Note that a Key represents a pysical key of US keyboard layout.
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// For example, KeyQ represents Q key on US keyboards and ' (quote) key on Dvorak keyboards.
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//
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// Known issue: On Edge browser, some keys don't work well:
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//
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// - KeyKPEnter and KeyKPEqual are recognized as KeyEnter and KeyEqual.
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// - KeyPrintScreen is only treated at keyup event.
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//
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// IsKeyPressed is concurrent-safe.
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//
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// On Android (ebitenmobile), EbitenView must be focusable to enable to handle keyboard keys.
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//
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// Keyboards don't work on iOS yet (#1090).
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func IsKeyPressed(key Key) bool {
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if !key.isValid() {
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return false
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}
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2022-02-06 10:13:10 +01:00
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var keys []ui.Key
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switch key {
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case KeyAlt:
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keys = []ui.Key{ui.KeyAltLeft, ui.KeyAltRight}
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case KeyControl:
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keys = []ui.Key{ui.KeyControlLeft, ui.KeyControlRight}
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case KeyShift:
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keys = []ui.Key{ui.KeyShiftLeft, ui.KeyShiftRight}
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case KeyMeta:
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keys = []ui.Key{ui.KeyMetaLeft, ui.KeyMetaRight}
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default:
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keys = []ui.Key{ui.Key(key)}
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}
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for _, k := range keys {
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if ui.Get().Input().IsKeyPressed(k) {
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return true
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}
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}
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return false
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2015-02-01 13:47:47 +01:00
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}
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2019-04-13 05:46:32 +02:00
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// CursorPosition returns a position of a mouse cursor relative to the game screen (window). The cursor position is
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// 'logical' position and this considers the scale of the screen.
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2016-03-24 15:51:20 +01:00
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//
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// CursorPosition returns (0, 0) before the main loop on desktops and browsers.
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//
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// CursorPosition always returns (0, 0) on mobiles.
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//
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// CursorPosition is concurrent-safe.
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2015-02-01 13:47:47 +01:00
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func CursorPosition() (x, y int) {
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return ui.Get().Input().CursorPosition()
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2015-02-01 13:47:47 +01:00
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}
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2021-07-19 18:12:17 +02:00
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// Wheel returns x and y offsets of the mouse wheel or touchpad scroll.
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2018-06-17 17:38:30 +02:00
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// It returns 0 if the wheel isn't being rolled.
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2018-10-11 15:36:38 +02:00
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//
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// Wheel is concurrent-safe.
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2018-09-30 10:01:45 +02:00
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func Wheel() (xoff, yoff float64) {
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return ui.Get().Input().Wheel()
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2018-06-17 17:38:30 +02:00
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}
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2015-02-01 13:47:47 +01:00
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// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
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//
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// If you want to know whether the mouseButton started being pressed in the current frame,
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// use inpututil.IsMouseButtonJustPressed
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//
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// IsMouseButtonPressed is concurrent-safe.
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func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return ui.Get().Input().IsMouseButtonPressed(mouseButton)
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2015-02-01 13:47:47 +01:00
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}
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2020-10-07 18:08:30 +02:00
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// GamepadID represents a gamepad's identifier.
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type GamepadID = gamepad.ID
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2020-01-11 07:50:37 +01:00
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// GamepadSDLID returns a string with the GUID generated in the same way as SDL.
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// To detect devices, see also the community project of gamepad devices database: https://github.com/gabomdq/SDL_GameControllerDB
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//
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// GamepadSDLID always returns an empty string on browsers and mobiles.
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//
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// GamepadSDLID is concurrent-safe.
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2020-10-07 18:08:30 +02:00
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func GamepadSDLID(id GamepadID) string {
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g := gamepad.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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// GamepadName returns a string with the name.
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// This function may vary in how it returns descriptions for the same device across platforms.
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// for example the following drivers/platforms see a Xbox One controller as the following:
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//
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// - Windows: "Xbox Controller"
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// - Chrome: "Xbox 360 Controller (XInput STANDARD GAMEPAD)"
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// - Firefox: "xinput"
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//
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// GamepadName is concurrent-safe.
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func GamepadName(id GamepadID) string {
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g := gamepad.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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2020-01-09 14:11:32 +01:00
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}
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2021-07-09 19:03:48 +02:00
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// AppendGamepadIDs appends available gamepad IDs to gamepadIDs, and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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2017-10-25 19:59:06 +02:00
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//
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// AppendGamepadIDs is concurrent-safe.
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func AppendGamepadIDs(gamepadIDs []GamepadID) []GamepadID {
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return gamepad.AppendGamepadIDs(gamepadIDs)
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}
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// GamepadIDs returns a slice indicating available gamepad IDs.
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//
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2021-07-09 20:19:23 +02:00
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// Deprecated: as of v2.2. Use AppendGamepadIDs instead.
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2020-10-07 18:08:30 +02:00
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func GamepadIDs() []GamepadID {
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return AppendGamepadIDs(nil)
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2017-10-25 19:59:06 +02:00
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}
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2022-07-12 18:27:14 +02:00
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// GamepadAxisCount returns the number of axes of the gamepad (id).
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//
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// GamepadAxisCount is concurrent-safe.
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func GamepadAxisCount(id GamepadID) int {
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g := gamepad.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.AxisCount()
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2015-02-01 13:47:47 +01:00
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}
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2022-07-12 18:27:14 +02:00
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// GamepadAxisNum returns the number of axes of the gamepad (id).
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//
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// Deprecated: as of v2.4. Use GamepadAxisCount instead.
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func GamepadAxisNum(id GamepadID) int {
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return GamepadAxisCount(id)
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}
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2021-07-19 18:12:17 +02:00
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// GamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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2021-07-18 18:22:31 +02:00
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//
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// GamepadAxisValue is concurrent-safe.
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func GamepadAxisValue(id GamepadID, axis int) float64 {
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2022-02-05 14:21:41 +01:00
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g := gamepad.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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2021-07-18 18:22:31 +02:00
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}
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2021-07-19 18:12:17 +02:00
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// GamepadAxis returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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2016-03-24 15:51:20 +01:00
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//
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2021-07-18 18:22:31 +02:00
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// Deprecated: as of v2.2. Use GamepadAxisValue instead.
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2020-10-07 18:08:30 +02:00
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func GamepadAxis(id GamepadID, axis int) float64 {
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2021-07-18 18:22:31 +02:00
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return GamepadAxisValue(id, axis)
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2015-02-01 13:47:47 +01:00
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}
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2022-07-12 18:27:14 +02:00
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// GamepadButtonCount returns the number of the buttons of the given gamepad (id).
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2015-02-01 13:47:47 +01:00
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//
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2022-07-12 18:27:14 +02:00
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// GamepadButtonCount is concurrent-safe.
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func GamepadButtonCount(id GamepadID) int {
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2022-02-05 14:21:41 +01:00
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g := gamepad.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.ButtonCount() + g.HatCount()*4
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2015-02-01 13:47:47 +01:00
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}
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2022-07-12 18:27:14 +02:00
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// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
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//
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// Deprecated: as of v2.4. Use GamepadButtonCount instead.
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func GamepadButtonNum(id GamepadID) int {
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return GamepadButtonCount(id)
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}
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2021-07-19 18:12:17 +02:00
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// IsGamepadButtonPressed reports whether the given button of the gamepad (id) is pressed or not.
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2015-02-01 13:47:47 +01:00
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//
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2020-09-15 12:29:07 +02:00
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// If you want to know whether the given button of gamepad (id) started being pressed in the current frame,
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// use inpututil.IsGamepadButtonJustPressed
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//
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2018-07-14 18:04:46 +02:00
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// IsGamepadButtonPressed is concurrent-safe.
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2016-03-24 15:51:20 +01:00
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//
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2018-04-29 20:58:04 +02:00
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// The relationships between physical buttons and buttion IDs depend on environments.
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2016-10-29 11:17:25 +02:00
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// There can be differences even between Chrome and Firefox.
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2020-10-07 18:08:30 +02:00
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func IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool {
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2022-02-05 14:21:41 +01:00
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g := gamepad.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.ButtonCount()
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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.HatCount() {
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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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2015-02-01 13:47:47 +01:00
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}
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2016-05-26 18:31:30 +02:00
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2021-07-18 16:28:26 +02:00
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// StandardGamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s standard axis (axis).
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//
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// StandardGamepadAxisValue returns 0 when the gamepad doesn't have a standard gamepad layout mapping.
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//
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// StandardGamepadAxisValue is concurrent safe.
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func StandardGamepadAxisValue(id GamepadID, axis StandardGamepadAxis) float64 {
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2022-02-05 14:21:41 +01:00
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g := gamepad.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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2021-07-18 16:28:26 +02:00
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}
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2021-09-12 13:13:23 +02:00
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// StandardGamepadButtonValue returns a float value [0.0 - 1.0] of the given gamepad (id)'s standard button (button).
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//
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// StandardGamepadButtonValue returns 0 when the gamepad doesn't have a standard gamepad layout mapping.
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//
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// StandardGamepadButtonValue is concurrent safe.
|
|
|
|
func StandardGamepadButtonValue(id GamepadID, button StandardGamepadButton) float64 {
|
2022-02-05 14:21:41 +01:00
|
|
|
g := gamepad.Get(id)
|
|
|
|
if g == nil {
|
|
|
|
return 0
|
|
|
|
}
|
|
|
|
return g.StandardButtonValue(button)
|
2021-09-12 13:13:23 +02:00
|
|
|
}
|
|
|
|
|
2021-07-18 16:28:26 +02:00
|
|
|
// IsStandardGamepadButtonPressed reports whether the given gamepad (id)'s standard gamepad button (button) is pressed.
|
|
|
|
//
|
|
|
|
// IsStandardGamepadButtonPressed returns false when the gamepad doesn't have a standard gamepad layout mapping.
|
|
|
|
//
|
|
|
|
// IsStandardGamepadButtonPressed is concurrent safe.
|
|
|
|
func IsStandardGamepadButtonPressed(id GamepadID, button StandardGamepadButton) bool {
|
2022-02-05 14:21:41 +01:00
|
|
|
g := gamepad.Get(id)
|
|
|
|
if g == nil {
|
|
|
|
return false
|
|
|
|
}
|
|
|
|
return g.IsStandardButtonPressed(button)
|
2021-07-18 16:28:26 +02:00
|
|
|
}
|
|
|
|
|
2021-07-19 19:53:13 +02:00
|
|
|
// IsStandardGamepadLayoutAvailable reports whether the gamepad (id) has a standard gamepad layout mapping.
|
2021-07-18 16:28:26 +02:00
|
|
|
//
|
2021-07-19 19:46:09 +02:00
|
|
|
// IsStandardGamepadLayoutAvailable is concurrent-safe.
|
|
|
|
func IsStandardGamepadLayoutAvailable(id GamepadID) bool {
|
2022-02-05 14:21:41 +01:00
|
|
|
g := gamepad.Get(id)
|
|
|
|
if g == nil {
|
|
|
|
return false
|
|
|
|
}
|
|
|
|
return g.IsStandardLayoutAvailable()
|
2021-07-18 16:28:26 +02:00
|
|
|
}
|
|
|
|
|
2021-08-23 15:08:07 +02:00
|
|
|
// UpdateStandardGamepadLayoutMappings parses the specified string mappings in SDL_GameControllerDB format and
|
|
|
|
// updates the gamepad layout definitions.
|
2021-08-23 14:44:49 +02:00
|
|
|
//
|
2021-08-23 15:08:07 +02:00
|
|
|
// UpdateStandardGamepadLayoutMappings reports whether the mappings were applied,
|
|
|
|
// and returns an error in case any occurred while parsing the mappings.
|
2021-08-23 14:44:49 +02:00
|
|
|
//
|
2021-08-23 15:08:07 +02:00
|
|
|
// One or more input definitions can be provided separated by newlines.
|
|
|
|
// In particular, it is valid to pass an entire gamecontrollerdb.txt file.
|
2021-08-23 14:44:49 +02:00
|
|
|
// Note though that Ebiten already includes its own copy of this file,
|
|
|
|
// so this call should only be necessary to add mappings for hardware not supported yet;
|
2021-08-23 15:08:07 +02:00
|
|
|
// ideally games using the StandardGamepad* functions should allow the user to provide mappings and
|
|
|
|
// then call this function if provided.
|
|
|
|
// When using this facility to support new hardware, please also send a pull request to
|
|
|
|
// https://github.com/gabomdq/SDL_GameControllerDB to make your mapping available to everyone else.
|
2021-08-23 14:44:49 +02:00
|
|
|
//
|
2022-02-05 19:37:59 +01:00
|
|
|
// A platform field in a line corresponds with a GOOS like the following:
|
|
|
|
//
|
2022-08-03 13:48:02 +02:00
|
|
|
// "Windows": GOOS=windows
|
|
|
|
// "Mac OS X": GOOS=darwin (not ios)
|
|
|
|
// "Linux": GOOS=linux (not android)
|
|
|
|
// "Android": GOOS=android
|
|
|
|
// "iOS": GOOS=ios
|
|
|
|
// "": Any GOOS
|
2022-02-05 19:37:59 +01:00
|
|
|
//
|
2021-08-23 14:44:49 +02:00
|
|
|
// On platforms where gamepad mappings are not managed by Ebiten, this always returns false and nil.
|
|
|
|
//
|
2021-09-11 15:46:05 +02:00
|
|
|
// UpdateStandardGamepadLayoutMappings is concurrent-safe.
|
2021-08-23 14:44:49 +02:00
|
|
|
//
|
2022-04-02 13:19:02 +02:00
|
|
|
// UpdateStandardGamepadLayoutMappings mappings take effect immediately even for already connected gamepads.
|
|
|
|
//
|
|
|
|
// UpdateStandardGamepadLayoutMappings works atomically. If an error happens, nothing is updated.
|
2021-08-23 14:44:49 +02:00
|
|
|
func UpdateStandardGamepadLayoutMappings(mappings string) (bool, error) {
|
2022-07-29 05:13:01 +02:00
|
|
|
if err := gamepaddb.Update([]byte(mappings)); err != nil {
|
|
|
|
return false, err
|
|
|
|
}
|
|
|
|
return true, nil
|
2021-08-23 14:44:49 +02:00
|
|
|
}
|
|
|
|
|
2020-10-09 20:36:14 +02:00
|
|
|
// TouchID represents a touch's identifier.
|
2022-02-06 10:30:31 +01:00
|
|
|
type TouchID = ui.TouchID
|
2020-10-09 20:36:14 +02:00
|
|
|
|
2021-07-09 19:03:48 +02:00
|
|
|
// AppendTouchIDs appends the current touch states to touches, and returns the extended buffer.
|
|
|
|
// Giving a slice that already has enough capacity works efficiently.
|
2018-05-06 17:31:43 +02:00
|
|
|
//
|
2020-09-15 12:29:07 +02:00
|
|
|
// If you want to know whether a touch started being pressed in the current frame,
|
|
|
|
// use inpututil.JustPressedTouchIDs
|
|
|
|
//
|
2021-07-09 19:03:48 +02:00
|
|
|
// AppendTouchIDs doesn't append anything when there are no touches.
|
|
|
|
// AppendTouchIDs always does nothing on desktops.
|
|
|
|
//
|
|
|
|
// AppendTouchIDs is concurrent-safe.
|
|
|
|
func AppendTouchIDs(touches []TouchID) []TouchID {
|
2022-02-06 08:08:22 +01:00
|
|
|
return ui.Get().Input().AppendTouchIDs(touches)
|
2021-07-09 19:03:48 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
// TouchIDs returns the current touch states.
|
2018-05-06 17:31:43 +02:00
|
|
|
//
|
2021-07-09 20:19:23 +02:00
|
|
|
// Deperecated: as of v2.2. Use AppendTouchIDs instead.
|
2020-10-09 20:36:14 +02:00
|
|
|
func TouchIDs() []TouchID {
|
2021-07-09 19:03:48 +02:00
|
|
|
return AppendTouchIDs(nil)
|
2018-05-06 17:31:43 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
// TouchPosition returns the position for the touch of the specified ID.
|
|
|
|
//
|
|
|
|
// If the touch of the specified ID is not present, TouchPosition returns (0, 0).
|
|
|
|
//
|
|
|
|
// TouchPosition is cuncurrent-safe.
|
2020-10-09 20:36:14 +02:00
|
|
|
func TouchPosition(id TouchID) (int, int) {
|
2022-02-06 08:08:22 +01:00
|
|
|
return ui.Get().Input().TouchPosition(id)
|
2018-05-06 17:31:43 +02:00
|
|
|
}
|