ebiten/examples/gamepad/main.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.
package main
import (
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"fmt"
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"log"
"sort"
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"strconv"
"strings"
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"time"
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"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
const (
screenWidth = 640
screenHeight = 480
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)
type Game struct {
gamepadIDsBuf []ebiten.GamepadID
gamepadIDs map[ebiten.GamepadID]struct{}
axes map[ebiten.GamepadID][]string
pressedButtons map[ebiten.GamepadID][]string
}
func (g *Game) Update() error {
if g.gamepadIDs == nil {
g.gamepadIDs = map[ebiten.GamepadID]struct{}{}
}
// Log the gamepad connection events.
g.gamepadIDsBuf = inpututil.AppendJustConnectedGamepadIDs(g.gamepadIDsBuf[:0])
for _, id := range g.gamepadIDsBuf {
log.Printf("gamepad connected: id: %d, SDL ID: %s", id, ebiten.GamepadSDLID(id))
g.gamepadIDs[id] = struct{}{}
}
for id := range g.gamepadIDs {
if inpututil.IsGamepadJustDisconnected(id) {
log.Printf("gamepad disconnected: id: %d", id)
delete(g.gamepadIDs, id)
}
}
g.axes = map[ebiten.GamepadID][]string{}
g.pressedButtons = map[ebiten.GamepadID][]string{}
for id := range g.gamepadIDs {
maxAxis := ebiten.GamepadAxisType(ebiten.GamepadAxisCount(id))
for a := ebiten.GamepadAxisType(0); a < maxAxis; a++ {
v := ebiten.GamepadAxisValue(id, a)
g.axes[id] = append(g.axes[id], fmt.Sprintf("%d:%+0.2f", a, v))
}
maxButton := ebiten.GamepadButton(ebiten.GamepadButtonCount(id))
for b := ebiten.GamepadButton(0); b < maxButton; b++ {
if ebiten.IsGamepadButtonPressed(id, b) {
g.pressedButtons[id] = append(g.pressedButtons[id], strconv.Itoa(int(b)))
}
// Log button events.
if inpututil.IsGamepadButtonJustPressed(id, b) {
log.Printf("button pressed: id: %d, button: %d", id, b)
}
if inpututil.IsGamepadButtonJustReleased(id, b) {
log.Printf("button released: id: %d, button: %d", id, b)
}
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}
if ebiten.IsStandardGamepadLayoutAvailable(id) {
for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
// Log button events.
if inpututil.IsStandardGamepadButtonJustPressed(id, b) {
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var strong float64
var weak float64
switch b {
case ebiten.StandardGamepadButtonLeftTop,
ebiten.StandardGamepadButtonLeftLeft,
ebiten.StandardGamepadButtonLeftRight,
ebiten.StandardGamepadButtonLeftBottom:
weak = 0.5
case ebiten.StandardGamepadButtonRightTop,
ebiten.StandardGamepadButtonRightLeft,
ebiten.StandardGamepadButtonRightRight,
ebiten.StandardGamepadButtonRightBottom:
strong = 0.5
}
if strong > 0 || weak > 0 {
op := &ebiten.VibrateGamepadOptions{
Duration: 200 * time.Millisecond,
StrongMagnitude: strong,
WeakMagnitude: weak,
}
ebiten.VibrateGamepad(id, op)
}
log.Printf("standard button pressed: id: %d, button: %d", id, b)
}
if inpututil.IsStandardGamepadButtonJustReleased(id, b) {
log.Printf("standard button released: id: %d, button: %d", id, b)
}
}
}
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}
return nil
}
var standardButtonToString = map[ebiten.StandardGamepadButton]string{
ebiten.StandardGamepadButtonRightBottom: "RB",
ebiten.StandardGamepadButtonRightRight: "RR",
ebiten.StandardGamepadButtonRightLeft: "RL",
ebiten.StandardGamepadButtonRightTop: "RT",
ebiten.StandardGamepadButtonFrontTopLeft: "FTL",
ebiten.StandardGamepadButtonFrontTopRight: "FTR",
ebiten.StandardGamepadButtonFrontBottomLeft: "FBL",
ebiten.StandardGamepadButtonFrontBottomRight: "FBR",
ebiten.StandardGamepadButtonCenterLeft: "CL",
ebiten.StandardGamepadButtonCenterRight: "CR",
ebiten.StandardGamepadButtonLeftStick: "LS",
ebiten.StandardGamepadButtonRightStick: "RS",
ebiten.StandardGamepadButtonLeftBottom: "LB",
ebiten.StandardGamepadButtonLeftRight: "LR",
ebiten.StandardGamepadButtonLeftLeft: "LL",
ebiten.StandardGamepadButtonLeftTop: "LT",
ebiten.StandardGamepadButtonCenterCenter: "CC",
}
func standardMap(id ebiten.GamepadID) string {
m := ` [FBL ] [FBR ]
[FTL ] [FTR ]
[LT ] [CC ] [RT ]
[LL ][LR ] [CL ][CR ] [RL ][RR ]
[LB ] [RB ]
[LS ] [RS ]
`
for b, str := range standardButtonToString {
placeholder := "[" + str + strings.Repeat(" ", 4-len(str)) + "]"
v := ebiten.StandardGamepadButtonValue(id, b)
switch {
case !ebiten.IsStandardGamepadButtonAvailable(id, b):
m = strings.Replace(m, placeholder, " -- ", 1)
case ebiten.IsStandardGamepadButtonPressed(id, b):
m = strings.Replace(m, placeholder, fmt.Sprintf("[%0.2f]", v), 1)
default:
m = strings.Replace(m, placeholder, fmt.Sprintf(" %0.2f ", v), 1)
}
}
// TODO: Use ebiten.IsStandardGamepadAxisAvailable
m += fmt.Sprintf(" Left Stick: X: %+0.2f, Y: %+0.2f\n Right Stick: X: %+0.2f, Y: %+0.2f",
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisLeftStickHorizontal),
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisLeftStickVertical),
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickHorizontal),
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickVertical))
return m
}
func (g *Game) Draw(screen *ebiten.Image) {
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// Draw the current gamepad status.
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str := ""
if len(g.gamepadIDs) > 0 {
ids := make([]ebiten.GamepadID, 0, len(g.gamepadIDs))
for id := range g.gamepadIDs {
ids = append(ids, id)
}
sort.Slice(ids, func(a, b int) bool {
return ids[a] < ids[b]
})
for _, id := range ids {
var standard string
if ebiten.IsStandardGamepadLayoutAvailable(id) {
standard = " (Standard Layout)"
}
str += fmt.Sprintf("Gamepad (ID: %d, SDL ID: %s)%s:\n", id, ebiten.GamepadSDLID(id), standard)
str += fmt.Sprintf(" Name: %s\n", ebiten.GamepadName(id))
str += fmt.Sprintf(" Axes: %s\n", strings.Join(g.axes[id], ", "))
str += fmt.Sprintf(" Buttons: %s\n", strings.Join(g.pressedButtons[id], ", "))
if ebiten.IsStandardGamepadLayoutAvailable(id) {
str += "\n"
str += standardMap(id) + "\n"
// Print unmapped buttons.
buttonIDs := map[ebiten.GamepadButton]struct{}{}
for i := 0; i < ebiten.GamepadButtonCount(id); i++ {
buttonIDs[ebiten.GamepadButton(i)] = struct{}{}
}
for _, m := range ebiten.GamepadMapping(id) {
if m.PhysicalType == ebiten.GamepadMappingTypeButton {
delete(buttonIDs, ebiten.GamepadButton(m.PhysicalIndex))
}
}
if len(buttonIDs) > 0 {
unmappedButtonIDs := make([]ebiten.GamepadButton, 0, len(buttonIDs))
for id := range buttonIDs {
unmappedButtonIDs = append(unmappedButtonIDs, id)
}
sort.Slice(unmappedButtonIDs, func(i, j int) bool {
return unmappedButtonIDs[i] < unmappedButtonIDs[j]
})
str += " Unmapped Buttons: "
for i, id := range unmappedButtonIDs {
str += fmt.Sprintf("%d", id)
if i < len(unmappedButtonIDs)-1 {
str += ", "
}
}
str += "\n"
}
}
str += "\n"
}
} else {
str = "Please connect your gamepad."
}
ebitenutil.DebugPrint(screen, str)
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return screenWidth, screenHeight
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}
func main() {
ebiten.SetWindowSize(screenWidth, screenHeight)
ebiten.SetWindowTitle("Gamepad (Ebitengine Demo)")
if err := ebiten.RunGame(&Game{}); err != nil {
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log.Fatal(err)
}
}