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internal/gamepad: move constants from internal/driver
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parent
3bdd8097b5
commit
1bee10f999
2
input.go
2
input.go
@ -120,7 +120,7 @@ func IsMouseButtonPressed(mouseButton MouseButton) bool {
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}
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// GamepadID represents a gamepad's identifier.
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type GamepadID = driver.GamepadID
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type GamepadID = gamepad.ID
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// GamepadSDLID returns a string with the GUID generated in the same way as SDL.
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// To detect devices, see also the community project of gamepad devices database: https://github.com/gabomdq/SDL_GameControllerDB
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@ -14,8 +14,6 @@
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package driver
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type GamepadID int
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type TouchID int
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type Input interface {
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@ -22,6 +22,8 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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)
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type ID int
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const (
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hatCentered = 0
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hatUp = 1
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@ -45,7 +47,7 @@ type gamepads struct {
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var theGamepads gamepads
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// AppendGamepadIDs is concurrent-safe.
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func AppendGamepadIDs(ids []driver.GamepadID) []driver.GamepadID {
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func AppendGamepadIDs(ids []ID) []ID {
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return theGamepads.appendGamepadIDs(ids)
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}
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@ -55,17 +57,17 @@ func Update() error {
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}
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// Get is concurrent-safe.
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func Get(id driver.GamepadID) *Gamepad {
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func Get(id ID) *Gamepad {
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return theGamepads.get(id)
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}
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func (g *gamepads) appendGamepadIDs(ids []driver.GamepadID) []driver.GamepadID {
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func (g *gamepads) appendGamepadIDs(ids []ID) []ID {
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g.m.Lock()
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defer g.m.Unlock()
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for i, gp := range g.gamepads {
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if gp != nil {
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ids = append(ids, driver.GamepadID(i))
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ids = append(ids, ID(i))
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}
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}
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return ids
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@ -97,7 +99,7 @@ func (g *gamepads) update() error {
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return nil
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}
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func (g *gamepads) get(id driver.GamepadID) *Gamepad {
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func (g *gamepads) get(id ID) *Gamepad {
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g.m.Lock()
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defer g.m.Unlock()
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