2022-01-10 14:10:29 +01:00
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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 !android && !js && !darwin
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// +build !android,!js,!darwin
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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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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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"github.com/hajimehoshi/ebiten/v2/internal/glfw"
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)
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type nativeGamepads struct {
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}
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func (i *Input) updateGamepads() {
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for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
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i.gamepads[id].valid = false
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if !id.Present() {
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continue
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}
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buttons := id.GetButtons()
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// A gamepad can be detected even though there are not. Apparently, some special devices are
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// recognized as gamepads by GLFW. In this case, the number of the 'buttons' can exceeds the
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// maximum. Skip such devices as a tentative solution (#1173).
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if len(buttons) > driver.GamepadButtonNum {
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continue
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}
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i.gamepads[id].valid = true
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i.gamepads[id].buttonNum = len(buttons)
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for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
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if len(buttons) <= b {
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i.gamepads[id].buttonPressed[b] = false
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continue
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}
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i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
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}
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axes32 := id.GetAxes()
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i.gamepads[id].axisNum = len(axes32)
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for a := 0; a < len(i.gamepads[id].axes); a++ {
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if len(axes32) <= a {
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i.gamepads[id].axes[a] = 0
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continue
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}
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i.gamepads[id].axes[a] = float64(axes32[a])
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}
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hats := id.GetHats()
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i.gamepads[id].hatsNum = len(hats)
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for h := 0; h < len(i.gamepads[id].hats); h++ {
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if len(hats) <= h {
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i.gamepads[id].hats[h] = 0
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continue
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}
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i.gamepads[id].hats[h] = int(hats[h])
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}
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// Note that GLFW's gamepad GUID follows SDL's GUID.
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i.gamepads[id].guid = id.GetGUID()
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i.gamepads[id].name = id.GetName()
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}
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}
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func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
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if !i.ui.isRunning() {
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return nil
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for id, g := range i.gamepads {
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if g.valid {
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gamepadIDs = append(gamepadIDs, driver.GamepadID(id))
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}
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}
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return gamepadIDs
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}
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func (i *Input) GamepadSDLID(id driver.GamepadID) string {
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if !i.ui.isRunning() {
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return ""
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return ""
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}
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return i.gamepads[id].guid
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}
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func (i *Input) GamepadName(id driver.GamepadID) string {
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if !i.ui.isRunning() {
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return ""
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return ""
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}
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2022-01-25 13:13:59 +01:00
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if name := gamepaddb.Name(i.gamepads[id].guid); name != "" {
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return name
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}
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2022-01-10 14:10:29 +01:00
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return i.gamepads[id].name
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}
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func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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if !i.ui.isRunning() {
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return 0
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return 0
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}
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return i.gamepads[id].axisNum
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}
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func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
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if !i.ui.isRunning() {
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return 0
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return 0
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}
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return i.gamepads[id].axes[axis]
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}
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func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
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if !i.ui.isRunning() {
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return 0
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return 0
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}
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return i.gamepads[id].buttonNum
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}
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func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
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if !i.ui.isRunning() {
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return false
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return false
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}
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return i.gamepads[id].buttonPressed[button]
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}
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func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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if len(i.gamepads) <= int(id) {
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return false
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}
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g := i.gamepads[int(id)]
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return gamepaddb.HasStandardLayoutMapping(g.guid)
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}
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func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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if len(i.gamepads) <= int(id) {
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return 0
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}
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g := i.gamepads[int(id)]
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return gamepaddb.AxisValue(g.guid, axis, gamepadState{&g})
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}
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func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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if len(i.gamepads) <= int(id) {
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return 0
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}
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g := i.gamepads[int(id)]
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return gamepaddb.ButtonValue(g.guid, button, gamepadState{&g})
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}
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func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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if len(i.gamepads) <= int(id) {
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return false
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}
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g := i.gamepads[int(id)]
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return gamepaddb.IsButtonPressed(g.guid, button, gamepadState{&g})
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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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func init() {
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// Confirm that all the hat state values are the same.
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if gamepaddb.HatUp != glfw.HatUp {
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panic("glfw: gamepaddb.HatUp must equal to glfw.HatUp but not")
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}
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if gamepaddb.HatRight != glfw.HatRight {
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panic("glfw: gamepaddb.HatRight must equal to glfw.HatRight but not")
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}
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if gamepaddb.HatDown != glfw.HatDown {
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panic("glfw: gamepaddb.HatDown must equal to glfw.HatDown but not")
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}
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if gamepaddb.HatLeft != glfw.HatLeft {
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panic("glfw: gamepaddb.HatLeft must equal to glfw.HatLeft but not")
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}
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}
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type gamepadState struct {
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g *gamepad
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}
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func (s gamepadState) Axis(index int) float64 {
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return s.g.axes[index]
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}
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func (s gamepadState) Button(index int) bool {
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return s.g.buttonPressed[index]
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}
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func (s gamepadState) Hat(index int) int {
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return s.g.hats[index]
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}
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