Remove exp/gamepad

This commit is contained in:
Hajime Hoshi 2016-09-03 14:03:41 +09:00
parent 811eb9cb9a
commit 15a523c42b
2 changed files with 15 additions and 16 deletions

View File

@ -12,11 +12,11 @@
// See the License for the specific language governing permissions and
// limitations under the License.
// Package gamepad offers abstract gamepad buttons and configuration.
package gamepad
package blocks
import (
"fmt"
"github.com/hajimehoshi/ebiten"
)

View File

@ -16,22 +16,21 @@ package blocks
import (
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/exp/gamepad"
)
var gamepadStdButtons = []gamepad.StdButton{
gamepad.StdButtonLL,
gamepad.StdButtonLR,
gamepad.StdButtonLD,
gamepad.StdButtonRD,
gamepad.StdButtonRR,
var gamepadStdButtons = []StdButton{
StdButtonLL,
StdButtonLR,
StdButtonLD,
StdButtonRD,
StdButtonRR,
}
type Input struct {
keyStates [256]int
gamepadButtonStates [256]int
gamepadStdButtonStates [16]int
gamepadConfig gamepad.Configuration
gamepadConfig Configuration
}
func (i *Input) StateForKey(key ebiten.Key) int {
@ -42,7 +41,7 @@ func (i *Input) StateForGamepadButton(b ebiten.GamepadButton) int {
return i.gamepadButtonStates[b]
}
func (i *Input) stateForGamepadStdButton(b gamepad.StdButton) int {
func (i *Input) stateForGamepadStdButton(b StdButton) int {
return i.gamepadStdButtonStates[b]
}
@ -77,14 +76,14 @@ func (i *Input) IsRotateRightTrigger() bool {
if i.StateForKey(ebiten.KeySpace) == 1 || i.StateForKey(ebiten.KeyX) == 1 {
return true
}
return i.stateForGamepadStdButton(gamepad.StdButtonRR) == 1
return i.stateForGamepadStdButton(StdButtonRR) == 1
}
func (i *Input) IsRotateLeftTrigger() bool {
if i.StateForKey(ebiten.KeyZ) == 1 {
return true
}
return i.stateForGamepadStdButton(gamepad.StdButtonRD) == 1
return i.stateForGamepadStdButton(StdButtonRD) == 1
}
func (i *Input) StateForLeft() int {
@ -92,7 +91,7 @@ func (i *Input) StateForLeft() int {
if 0 < v {
return v
}
return i.stateForGamepadStdButton(gamepad.StdButtonLL)
return i.stateForGamepadStdButton(StdButtonLL)
}
func (i *Input) StateForRight() int {
@ -100,7 +99,7 @@ func (i *Input) StateForRight() int {
if 0 < v {
return v
}
return i.stateForGamepadStdButton(gamepad.StdButtonLR)
return i.stateForGamepadStdButton(StdButtonLR)
}
func (i *Input) StateForDown() int {
@ -108,5 +107,5 @@ func (i *Input) StateForDown() int {
if 0 < v {
return v
}
return i.stateForGamepadStdButton(gamepad.StdButtonLD)
return i.stateForGamepadStdButton(StdButtonLD)
}