internal/gamepad: move constants from internal/driver

This commit is contained in:
Hajime Hoshi 2022-02-05 22:42:14 +09:00
parent 3bdd8097b5
commit 1bee10f999
3 changed files with 8 additions and 8 deletions

View File

@ -120,7 +120,7 @@ func IsMouseButtonPressed(mouseButton MouseButton) bool {
} }
// GamepadID represents a gamepad's identifier. // GamepadID represents a gamepad's identifier.
type GamepadID = driver.GamepadID type GamepadID = gamepad.ID
// GamepadSDLID returns a string with the GUID generated in the same way as SDL. // GamepadSDLID returns a string with the GUID generated in the same way as SDL.
// To detect devices, see also the community project of gamepad devices database: https://github.com/gabomdq/SDL_GameControllerDB // 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 @@
package driver package driver
type GamepadID int
type TouchID int type TouchID int
type Input interface { type Input interface {

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@ -22,6 +22,8 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb" "github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
) )
type ID int
const ( const (
hatCentered = 0 hatCentered = 0
hatUp = 1 hatUp = 1
@ -45,7 +47,7 @@ type gamepads struct {
var theGamepads gamepads var theGamepads gamepads
// AppendGamepadIDs is concurrent-safe. // AppendGamepadIDs is concurrent-safe.
func AppendGamepadIDs(ids []driver.GamepadID) []driver.GamepadID { func AppendGamepadIDs(ids []ID) []ID {
return theGamepads.appendGamepadIDs(ids) return theGamepads.appendGamepadIDs(ids)
} }
@ -55,17 +57,17 @@ func Update() error {
} }
// Get is concurrent-safe. // Get is concurrent-safe.
func Get(id driver.GamepadID) *Gamepad { func Get(id ID) *Gamepad {
return theGamepads.get(id) return theGamepads.get(id)
} }
func (g *gamepads) appendGamepadIDs(ids []driver.GamepadID) []driver.GamepadID { func (g *gamepads) appendGamepadIDs(ids []ID) []ID {
g.m.Lock() g.m.Lock()
defer g.m.Unlock() defer g.m.Unlock()
for i, gp := range g.gamepads { for i, gp := range g.gamepads {
if gp != nil { if gp != nil {
ids = append(ids, driver.GamepadID(i)) ids = append(ids, ID(i))
} }
} }
return ids return ids
@ -97,7 +99,7 @@ func (g *gamepads) update() error {
return nil return nil
} }
func (g *gamepads) get(id driver.GamepadID) *Gamepad { func (g *gamepads) get(id ID) *Gamepad {
g.m.Lock() g.m.Lock()
defer g.m.Unlock() defer g.m.Unlock()