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example/blocks: Remove Input.gamepadButtonStates
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commit
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@ -22,7 +22,7 @@ import (
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type Input struct {
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keyStates map[ebiten.Key]int
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gamepadButtonStates map[ebiten.GamepadButton]int
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anyGamepadButtonPressed bool
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virtualGamepadButtonStates map[virtualGamepadButton]int
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gamepadConfig gamepadConfig
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}
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@ -34,11 +34,8 @@ func (i *Input) StateForKey(key ebiten.Key) int {
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return i.keyStates[key]
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}
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func (i *Input) StateForGamepadButton(b ebiten.GamepadButton) int {
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if i.gamepadButtonStates == nil {
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return 0
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}
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return i.gamepadButtonStates[b]
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func (i *Input) IsAnyGamepadButtonPressed() bool {
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return i.anyGamepadButtonPressed
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}
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func (i *Input) stateForVirtualGamepadButton(b virtualGamepadButton) int {
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@ -61,15 +58,12 @@ func (i *Input) Update() {
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}
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const gamepadID = 0
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if i.gamepadButtonStates == nil {
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i.gamepadButtonStates = map[ebiten.GamepadButton]int{}
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}
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i.anyGamepadButtonPressed = false
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for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
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if !ebiten.IsGamepadButtonPressed(gamepadID, b) {
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i.gamepadButtonStates[b] = 0
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continue
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if ebiten.IsGamepadButtonPressed(gamepadID, b) {
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i.anyGamepadButtonPressed = true
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break
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}
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i.gamepadButtonStates[b]++
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}
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if i.virtualGamepadButtonStates == nil {
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@ -47,16 +47,6 @@ func anyGamepadAbstractButtonPressed(i *Input) bool {
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return false
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}
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func anyGamepadButtonPressed(i *Input) bool {
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bn := ebiten.GamepadButton(ebiten.GamepadButtonNum(0))
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for b := ebiten.GamepadButton(0); b < bn; b++ {
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if i.StateForGamepadButton(b) == 1 {
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return true
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}
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}
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return false
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}
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func (s *TitleScene) Update(state *GameState) error {
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s.count++
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if state.Input.StateForKey(ebiten.KeySpace) == 1 {
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@ -70,7 +60,7 @@ func (s *TitleScene) Update(state *GameState) error {
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// If 'abstract' gamepad buttons are not set and any gamepad buttons are pressed,
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// go to the gamepad configuration scene.
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if anyGamepadButtonPressed(state.Input) {
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if state.Input.IsAnyGamepadButtonPressed() {
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state.SceneManager.GoTo(&GamepadScene{})
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return nil
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}
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