internal/gamepaddb: rename functions

This commit is contained in:
Hajime Hoshi 2024-03-16 15:16:29 +09:00
parent 6cdabf09d1
commit 047858aa59
2 changed files with 9 additions and 9 deletions

View File

@ -356,7 +356,7 @@ func (g *Gamepad) IsStandardButtonAvailable(button gamepaddb.StandardButton) boo
// StandardAxisValue is concurrent-safe.
func (g *Gamepad) StandardAxisValue(axis gamepaddb.StandardAxis) float64 {
if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
return gamepaddb.AxisValue(g.sdlID, axis, g)
return gamepaddb.StandardAxisValue(g.sdlID, axis, g)
}
if m := g.native.standardAxisInOwnMapping(axis); m != nil {
return m.Value()*2 - 1
@ -367,7 +367,7 @@ func (g *Gamepad) StandardAxisValue(axis gamepaddb.StandardAxis) float64 {
// StandardButtonValue is concurrent-safe.
func (g *Gamepad) StandardButtonValue(button gamepaddb.StandardButton) float64 {
if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
return gamepaddb.ButtonValue(g.sdlID, button, g)
return gamepaddb.StandardButtonValue(g.sdlID, button, g)
}
if m := g.native.standardButtonInOwnMapping(button); m != nil {
return m.Value()
@ -378,7 +378,7 @@ func (g *Gamepad) StandardButtonValue(button gamepaddb.StandardButton) float64 {
// IsStandardButtonPressed is concurrent-safe.
func (g *Gamepad) IsStandardButtonPressed(button gamepaddb.StandardButton) bool {
if gamepaddb.HasStandardLayoutMapping(g.sdlID) {
return gamepaddb.IsButtonPressed(g.sdlID, button, g)
return gamepaddb.IsStandardButtonPressed(g.sdlID, button, g)
}
if m := g.native.standardButtonInOwnMapping(button); m != nil {
return m.Pressed()

View File

@ -413,7 +413,7 @@ func HasStandardAxis(id string, axis StandardAxis) bool {
return mappings[axis] != nil
}
func AxisValue(id string, axis StandardAxis, state GamepadState) float64 {
func StandardAxisValue(id string, axis StandardAxis, state GamepadState) float64 {
mappingsM.RLock()
defer mappingsM.RUnlock()
@ -464,14 +464,14 @@ func HasStandardButton(id string, button StandardButton) bool {
return mappings[button] != nil
}
func ButtonValue(id string, button StandardButton, state GamepadState) float64 {
func StandardButtonValue(id string, button StandardButton, state GamepadState) float64 {
mappingsM.RLock()
defer mappingsM.RUnlock()
return buttonValue(id, button, state)
return standardButtonValue(id, button, state)
}
func buttonValue(id string, button StandardButton, state GamepadState) float64 {
func standardButtonValue(id string, button StandardButton, state GamepadState) float64 {
mappings := buttonMappings(id)
if mappings == nil {
return 0
@ -513,7 +513,7 @@ func buttonValue(id string, button StandardButton, state GamepadState) float64 {
// Note: should be used with >, not >=, comparisons.
const ButtonPressedThreshold = 30.0 / 255.0
func IsButtonPressed(id string, button StandardButton, state GamepadState) bool {
func IsStandardButtonPressed(id string, button StandardButton, state GamepadState) bool {
mappingsM.RLock()
defer mappingsM.RUnlock()
@ -529,7 +529,7 @@ func IsButtonPressed(id string, button StandardButton, state GamepadState) bool
switch mapping.Type {
case mappingTypeAxis:
v := buttonValue(id, button, state)
v := standardButtonValue(id, button, state)
return v > ButtonPressedThreshold
case mappingTypeButton:
return state.Button(mapping.Index)