ebiten/internal/nintendosdk/nintendosdk.go

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// Copyright 2021 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 nintendosdk
// #cgo !darwin LDFLAGS: -Wl,-unresolved-symbols=ignore-all
// #cgo darwin LDFLAGS: -Wl,-undefined,dynamic_lookup
//
// #include <stdint.h>
//
// struct Gamepad {
// int id;
// char standard;
// int button_num;
// int axis_num;
// char button_pressed[32];
// float button_values[32];
// float axis_values[16];
// };
//
// struct Touch {
// int id;
// int x;
// int y;
// };
//
// // UI
// void EbitenInitializeGame();
// void EbitenGetScreenSize(int* width, int* height);
// void EbitenBeginFrame();
// void EbitenEndFrame();
//
// // Input
// int EbitenGetGamepadNum();
// void EbitenGetGamepads(struct Gamepad* gamepads);
// int EbitenGetTouchNum();
// void EbitenGetTouches(struct Touch* touches);
// void EbitenVibrateGamepad(int id, double durationInSeconds, double strongMagnitude, double weakMagnitude);
import "C"
import (
"time"
)
type Gamepad struct {
ID int
Standard bool
ButtonCount int
AxisCount int
ButtonPressed [32]bool
ButtonValues [32]float64
AxisValues [16]float64
}
type Touch struct {
ID int
X int
Y int
}
func InitializeGame() {
C.EbitenInitializeGame()
}
func ScreenSize() (int, int) {
var width, height C.int
C.EbitenGetScreenSize(&width, &height)
return int(width), int(height)
}
func BeginFrame() {
C.EbitenBeginFrame()
}
func EndFrame() {
C.EbitenEndFrame()
}
var cGamepads []C.struct_Gamepad
func AppendGamepads(gamepads []Gamepad) []Gamepad {
n := int(C.EbitenGetGamepadNum())
if cap(cGamepads) < n {
cGamepads = append(cGamepads, make([]C.struct_Gamepad, n)...)
} else {
cGamepads = cGamepads[:n]
}
if n > 0 {
C.EbitenGetGamepads(&cGamepads[0])
}
for _, g := range cGamepads {
gamepad := Gamepad{
ID: int(g.id),
Standard: g.standard != 0,
ButtonCount: int(g.button_num),
AxisCount: int(g.axis_num),
}
for i := 0; i < gamepad.ButtonCount; i++ {
gamepad.ButtonPressed[i] = g.button_pressed[i] != 0
gamepad.ButtonValues[i] = float64(g.button_values[i])
}
for i := 0; i < gamepad.AxisCount; i++ {
gamepad.AxisValues[i] = float64(g.axis_values[i])
}
gamepads = append(gamepads, gamepad)
}
return gamepads
}
var cTouches []C.struct_Touch
func AppendTouches(touches []Touch) []Touch {
n := int(C.EbitenGetTouchNum())
cTouches = cTouches[:0]
if cap(cTouches) < n {
cTouches = append(cTouches, make([]C.struct_Touch, n)...)
} else {
cTouches = cTouches[:n]
}
if n > 0 {
C.EbitenGetTouches(&cTouches[0])
}
for _, t := range cTouches {
touches = append(touches, Touch{
ID: int(t.id),
X: int(t.x),
Y: int(t.y),
})
}
return touches
}
func VibrateGamepad(id int, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
C.EbitenVibrateGamepad(C.int(id), C.double(float64(duration)/float64(time.Second)), C.double(strongMagnitude), C.double(weakMagnitude))
}