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internal/uidriver/cbackend: refactoring: separate the gamepad part
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1570c506ae
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@ -19,7 +19,6 @@ package cbackend
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import (
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"sync"
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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@ -36,8 +35,7 @@ func (i *Input) update(context driver.UIContext) {
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i.m.Lock()
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defer i.m.Unlock()
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i.gamepads = i.gamepads[:0]
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i.gamepads = cbackend.AppendGamepads(i.gamepads)
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i.updateGamepads()
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i.touches = i.touches[:0]
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i.touches = cbackend.AppendTouches(i.touches)
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@ -53,16 +51,6 @@ func (i *Input) AppendInputChars(runes []rune) []rune {
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return nil
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}
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func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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gamepadIDs = append(gamepadIDs, g.ID)
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}
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return gamepadIDs
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}
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func (i *Input) AppendTouchIDs(touchIDs []driver.TouchID) []driver.TouchID {
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i.m.Lock()
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defer i.m.Unlock()
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@ -77,84 +65,6 @@ func (i *Input) CursorPosition() (x, y int) {
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return 0, 0
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}
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func (i *Input) GamepadSDLID(id driver.GamepadID) string {
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return ""
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}
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func (i *Input) GamepadName(id driver.GamepadID) string {
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return ""
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}
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func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if axis < 0 {
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return 0
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}
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if g.AxisNum <= axis {
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return 0
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}
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if len(g.AxisValues) <= axis {
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return 0
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}
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return g.AxisValues[axis]
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}
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return 0
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}
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func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return g.AxisNum
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}
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return 0
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}
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func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return g.ButtonNum
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}
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return 0
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}
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func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if button < 0 {
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return false
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}
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if g.ButtonNum <= int(button) {
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return false
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}
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if len(g.ButtonPressed) <= int(button) {
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return false
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}
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return g.ButtonPressed[button]
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}
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return false
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}
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func (i *Input) IsKeyPressed(key driver.Key) bool {
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return false
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}
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@ -163,94 +73,6 @@ func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
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return false
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}
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func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if !g.Standard {
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return false
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}
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if button < 0 {
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return false
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}
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if g.ButtonNum <= int(button) {
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return false
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}
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if len(g.ButtonPressed) <= int(button) {
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return false
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}
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return g.ButtonPressed[button]
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}
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return false
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}
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func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return g.Standard
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}
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return false
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}
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func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if !g.Standard {
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return 0
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}
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if axis < 0 {
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return 0
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}
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if g.AxisNum <= int(axis) {
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return 0
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}
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if len(g.AxisValues) <= int(axis) {
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return 0
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}
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return g.AxisValues[axis]
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}
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return 0
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}
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func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if !g.Standard {
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return 0
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}
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if button < 0 {
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return 0
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}
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if g.ButtonNum <= int(button) {
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return 0
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}
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if len(g.ButtonValues) <= int(button) {
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return 0
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}
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return g.ButtonValues[button]
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}
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return 0
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}
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func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
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i.m.Lock()
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defer i.m.Unlock()
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@ -263,10 +85,6 @@ func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
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return 0, 0
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}
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func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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cbackend.VibrateGamepad(id, duration, strongMagnitude, weakMagnitude)
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}
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func (i *Input) Wheel() (xoff, yoff float64) {
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return 0, 0
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}
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