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examples/blocks: Rename enums and functions
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15a523c42b
commit
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@ -20,36 +20,14 @@ import (
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"github.com/hajimehoshi/ebiten"
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)
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// A StdButton represents a standard gamepad button.
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// See also: http://www.w3.org/TR/gamepad/
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// [UL0] [UR0]
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// [UL1] [UR1]
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//
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// [LU] [CC] [RU]
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// [LL][LR] [CL][CR] [RL][RR]
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// [LD] [RD]
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// [AL] [AR]
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type StdButton int
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type abstractButton int
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const (
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StdButtonNone StdButton = iota
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StdButtonLL
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StdButtonLR
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StdButtonLU
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StdButtonLD
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StdButtonCL
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StdButtonCC
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StdButtonCR
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StdButtonRL
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StdButtonRR
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StdButtonRU
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StdButtonRD
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StdButtonUL0
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StdButtonUL1
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StdButtonUR0
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StdButtonUR1
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StdButtonAL
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StdButtonAR
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abstractButtonLeft abstractButton = iota
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abstractButtonRight
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abstractButtonDown
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abstractButtonButtonA
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abstractButtonButtonB
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)
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const threshold = 0.75
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@ -59,20 +37,20 @@ type axis struct {
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positive bool
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}
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type Configuration struct {
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current StdButton
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buttons map[StdButton]ebiten.GamepadButton
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axes map[StdButton]axis
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type gamepadConfig struct {
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current abstractButton
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buttons map[abstractButton]ebiten.GamepadButton
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axes map[abstractButton]axis
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assignedButtons map[ebiten.GamepadButton]struct{}
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assignedAxes map[axis]struct{}
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}
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func (c *Configuration) initializeIfNeeded() {
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func (c *gamepadConfig) initializeIfNeeded() {
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if c.buttons == nil {
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c.buttons = map[StdButton]ebiten.GamepadButton{}
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c.buttons = map[abstractButton]ebiten.GamepadButton{}
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}
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if c.axes == nil {
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c.axes = map[StdButton]axis{}
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c.axes = map[abstractButton]axis{}
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}
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if c.assignedButtons == nil {
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c.assignedButtons = map[ebiten.GamepadButton]struct{}{}
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@ -82,14 +60,14 @@ func (c *Configuration) initializeIfNeeded() {
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}
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}
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func (c *Configuration) Reset() {
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func (c *gamepadConfig) Reset() {
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c.buttons = nil
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c.axes = nil
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c.assignedButtons = nil
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c.assignedAxes = nil
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}
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func (c *Configuration) Scan(index int, b StdButton) bool {
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func (c *gamepadConfig) Scan(index int, b abstractButton) bool {
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c.initializeIfNeeded()
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delete(c.buttons, b)
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@ -130,7 +108,7 @@ func (c *Configuration) Scan(index int, b StdButton) bool {
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return false
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}
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func (c *Configuration) IsButtonPressed(id int, b StdButton) bool {
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func (c *gamepadConfig) IsButtonPressed(id int, b abstractButton) bool {
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c.initializeIfNeeded()
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bb, ok := c.buttons[b]
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@ -149,7 +127,7 @@ func (c *Configuration) IsButtonPressed(id int, b StdButton) bool {
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return false
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}
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func (c *Configuration) Name(b StdButton) string {
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func (c *gamepadConfig) Name(b abstractButton) string {
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c.initializeIfNeeded()
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bb, ok := c.buttons[b]
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@ -43,9 +43,9 @@ func (s *GamepadScene) Update(state *GameState) error {
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}
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if s.buttonStates == nil {
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s.buttonStates = make([]string, len(gamepadStdButtons))
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s.buttonStates = make([]string, len(gamepadAbstractButtons))
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}
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for i, b := range gamepadStdButtons {
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for i, b := range gamepadAbstractButtons {
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if i < s.currentIndex {
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s.buttonStates[i] = strings.ToUpper(state.Input.gamepadConfig.Name(b))
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continue
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@ -65,10 +65,10 @@ func (s *GamepadScene) Update(state *GameState) error {
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return nil
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}
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b := gamepadStdButtons[s.currentIndex]
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b := gamepadAbstractButtons[s.currentIndex]
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if state.Input.gamepadConfig.Scan(0, b) {
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s.currentIndex++
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if s.currentIndex == len(gamepadStdButtons) {
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if s.currentIndex == len(gamepadAbstractButtons) {
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s.countAfterSetting = ebiten.FPS
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}
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}
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@ -102,7 +102,7 @@ ROTATE RIGHT: %s
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%s`
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msg := ""
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if s.currentIndex == len(gamepadStdButtons) {
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if s.currentIndex == len(gamepadAbstractButtons) {
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msg = "OK!"
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}
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str := fmt.Sprintf(f, s.buttonStates[0], s.buttonStates[1], s.buttonStates[2], s.buttonStates[3], s.buttonStates[4], msg)
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@ -18,19 +18,19 @@ import (
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"github.com/hajimehoshi/ebiten"
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)
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var gamepadStdButtons = []StdButton{
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StdButtonLL,
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StdButtonLR,
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StdButtonLD,
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StdButtonRD,
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StdButtonRR,
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var gamepadAbstractButtons = []abstractButton{
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abstractButtonLeft,
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abstractButtonRight,
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abstractButtonDown,
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abstractButtonButtonA,
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abstractButtonButtonB,
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}
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type Input struct {
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keyStates [256]int
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gamepadButtonStates [256]int
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gamepadStdButtonStates [16]int
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gamepadConfig Configuration
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keyStates [256]int
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gamepadButtonStates [256]int
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gamepadAbstractButtonStates [16]int
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gamepadConfig gamepadConfig
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}
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func (i *Input) StateForKey(key ebiten.Key) int {
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@ -41,8 +41,8 @@ func (i *Input) StateForGamepadButton(b ebiten.GamepadButton) int {
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return i.gamepadButtonStates[b]
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}
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func (i *Input) stateForGamepadStdButton(b StdButton) int {
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return i.gamepadStdButtonStates[b]
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func (i *Input) stateForGamepadAbstractButton(b abstractButton) int {
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return i.gamepadAbstractButtonStates[b]
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}
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func (i *Input) Update() {
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@ -63,12 +63,12 @@ func (i *Input) Update() {
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i.gamepadButtonStates[b]++
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}
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for _, b := range gamepadStdButtons {
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for _, b := range gamepadAbstractButtons {
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if !i.gamepadConfig.IsButtonPressed(gamepadID, b) {
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i.gamepadStdButtonStates[b] = 0
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i.gamepadAbstractButtonStates[b] = 0
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continue
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}
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i.gamepadStdButtonStates[b]++
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i.gamepadAbstractButtonStates[b]++
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}
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}
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@ -76,14 +76,14 @@ func (i *Input) IsRotateRightTrigger() bool {
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if i.StateForKey(ebiten.KeySpace) == 1 || i.StateForKey(ebiten.KeyX) == 1 {
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return true
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}
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return i.stateForGamepadStdButton(StdButtonRR) == 1
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return i.stateForGamepadAbstractButton(abstractButtonButtonB) == 1
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}
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func (i *Input) IsRotateLeftTrigger() bool {
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if i.StateForKey(ebiten.KeyZ) == 1 {
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return true
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}
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return i.stateForGamepadStdButton(StdButtonRD) == 1
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return i.stateForGamepadAbstractButton(abstractButtonButtonA) == 1
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}
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func (i *Input) StateForLeft() int {
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@ -91,7 +91,7 @@ func (i *Input) StateForLeft() int {
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if 0 < v {
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return v
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}
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return i.stateForGamepadStdButton(StdButtonLL)
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return i.stateForGamepadAbstractButton(abstractButtonLeft)
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}
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func (i *Input) StateForRight() int {
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@ -99,7 +99,7 @@ func (i *Input) StateForRight() int {
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if 0 < v {
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return v
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}
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return i.stateForGamepadStdButton(StdButtonLR)
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return i.stateForGamepadAbstractButton(abstractButtonRight)
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}
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func (i *Input) StateForDown() int {
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@ -107,5 +107,5 @@ func (i *Input) StateForDown() int {
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if 0 < v {
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return v
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}
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return i.stateForGamepadStdButton(StdButtonLD)
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return i.stateForGamepadAbstractButton(abstractButtonDown)
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}
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@ -68,8 +68,8 @@ func NewTitleScene() *TitleScene {
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}
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}
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func anyGamepadStdButtonPressed(i *Input) bool {
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for _, b := range gamepadStdButtons {
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func anyGamepadAbstractButtonPressed(i *Input) bool {
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for _, b := range gamepadAbstractButtons {
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if i.gamepadConfig.IsButtonPressed(0, b) {
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return true
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}
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@ -93,7 +93,7 @@ func (s *TitleScene) Update(state *GameState) error {
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state.SceneManager.GoTo(NewGameScene())
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return nil
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}
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if anyGamepadStdButtonPressed(state.Input) {
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if anyGamepadAbstractButtonPressed(state.Input) {
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state.SceneManager.GoTo(NewGameScene())
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return nil
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}
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