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Add docs for gamepad API (I checked it worked on Chrome)
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@ -76,6 +76,14 @@ pre {
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<p>NOTE: <code>file://</code> URL may not work with Ebiten. Execute your game on a HTTP server.</p>
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<p>NOTE: <code>file://</code> URL may not work with Ebiten. Execute your game on a HTTP server.</p>
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<h2>Change Log</h2>
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<h2>Change Log</h2>
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<h3>2015-??-??</h3>
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<ul>
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<li>v1.2.0-rc1 released.
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<ul>
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<li>Support for gamepads</li>
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</ul>
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</li>
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</ul>
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<h3>2015-01-10</h3>
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<h3>2015-01-10</h3>
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<ul>
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<ul>
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<li>v1.1.0-rc1 released.
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<li>v1.1.0-rc1 released.
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@ -36,20 +36,34 @@ func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return ui.IsMouseButtonPressed(ui.MouseButton(mouseButton))
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return ui.IsMouseButtonPressed(ui.MouseButton(mouseButton))
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}
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}
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// TODO: docs
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// GamepadAxisNum returns the number of axes of the gamepad.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func GamepadAxisNum(id int) int {
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func GamepadAxisNum(id int) int {
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return ui.GamepadAxisNum(id)
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return ui.GamepadAxisNum(id)
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}
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}
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// GamepadAxis returns the float value [-1.0 - 1.0] of the axis.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func GamepadAxis(id int, axis int) float64 {
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func GamepadAxis(id int, axis int) float64 {
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return ui.GamepadAxis(id, axis)
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return ui.GamepadAxis(id, axis)
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}
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}
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// GamepadButtonNum returns the number of the buttons of the gamepad.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func GamepadButtonNum(id int) int {
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func GamepadButtonNum(id int) int {
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return ui.GamepadButtonNum(id)
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return ui.GamepadButtonNum(id)
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}
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}
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// IsGamepadButtonPressed returns the boolean indicating the buttons is pressed or not.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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return ui.IsGamepadButtonPressed(id, ui.GamepadButton(button))
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return ui.IsGamepadButtonPressed(id, ui.GamepadButton(button))
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}
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}
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@ -65,7 +65,11 @@ func (i *input) mouseMove(x, y int) {
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}
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}
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func (i *input) updateGamepads() {
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func (i *input) updateGamepads() {
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gamepads := js.Global.Get("navigator").Call("getGamepads")
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nav := js.Global.Get("navigator")
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if nav.Get("getGamepads") == js.Undefined {
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return
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}
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gamepads := nav.Call("getGamepads")
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l := gamepads.Get("length").Int()
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l := gamepads.Get("length").Int()
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for id := 0; id < l; id++ {
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for id := 0; id < l; id++ {
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gamepad := gamepads.Index(id)
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gamepad := gamepads.Index(id)
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@ -158,10 +158,6 @@ func init() {
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// Gamepad
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// Gamepad
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window.Call("addEventListener", "gamepadconnected", func(e js.Object) {
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window.Call("addEventListener", "gamepadconnected", func(e js.Object) {
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print(e)
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})
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window.Call("addEventListener", "gamepaddisconnected", func(e js.Object) {
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print(e)
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})
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})
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}
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}
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