internal/uidriver/cbackend: add a new file

This commit is contained in:
Hajime Hoshi 2022-02-05 18:00:32 +09:00
parent 3470caf5b1
commit 5443fc312a

View File

@ -0,0 +1,210 @@
// Copyright 2022 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build ebitencbackend
// +build ebitencbackend
package cbackend
import (
"time"
"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
)
func (i *Input) updateGamepads() {
i.gamepads = i.gamepads[:0]
i.gamepads = cbackend.AppendGamepads(i.gamepads)
}
func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
gamepadIDs = append(gamepadIDs, g.ID)
}
return gamepadIDs
}
func (i *Input) GamepadSDLID(id driver.GamepadID) string {
return ""
}
func (i *Input) GamepadName(id driver.GamepadID) string {
return ""
}
func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if axis < 0 {
return 0
}
if g.AxisNum <= axis {
return 0
}
if len(g.AxisValues) <= axis {
return 0
}
return g.AxisValues[axis]
}
return 0
}
func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.AxisNum
}
return 0
}
func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.ButtonNum
}
return 0
}
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if button < 0 {
return false
}
if g.ButtonNum <= int(button) {
return false
}
if len(g.ButtonPressed) <= int(button) {
return false
}
return g.ButtonPressed[button]
}
return false
}
func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if !g.Standard {
return false
}
if button < 0 {
return false
}
if g.ButtonNum <= int(button) {
return false
}
if len(g.ButtonPressed) <= int(button) {
return false
}
return g.ButtonPressed[button]
}
return false
}
func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.Standard
}
return false
}
func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if !g.Standard {
return 0
}
if axis < 0 {
return 0
}
if g.AxisNum <= int(axis) {
return 0
}
if len(g.AxisValues) <= int(axis) {
return 0
}
return g.AxisValues[axis]
}
return 0
}
func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
i.m.Lock()
defer i.m.Unlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if !g.Standard {
return 0
}
if button < 0 {
return 0
}
if g.ButtonNum <= int(button) {
return 0
}
if len(g.ButtonValues) <= int(button) {
return 0
}
return g.ButtonValues[button]
}
return 0
}
func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
cbackend.VibrateGamepad(id, duration, strongMagnitude, weakMagnitude)
}