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ebiten: rename Gamepad(Axis|Button)Num -> Gamepad(Axis|Button)Count
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2203c3c448
commit
5f17264c74
@ -123,7 +123,7 @@ func (c *gamepadConfig) initializeIfNeeded() {
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// For example, on PS4 controllers, L2/R2's axes valuse can be -1.0.
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if c.defaultAxesValues == nil {
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c.defaultAxesValues = map[int]float64{}
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na := ebiten.GamepadAxisNum(c.gamepadID)
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na := ebiten.GamepadAxisCount(c.gamepadID)
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for a := 0; a < na; a++ {
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c.defaultAxesValues[a] = ebiten.GamepadAxisValue(c.gamepadID, a)
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}
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@ -149,7 +149,7 @@ func (c *gamepadConfig) Scan(b virtualGamepadButton) bool {
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delete(c.buttons, b)
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delete(c.axes, b)
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ebn := ebiten.GamepadButton(ebiten.GamepadButtonNum(c.gamepadID))
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ebn := ebiten.GamepadButton(ebiten.GamepadButtonCount(c.gamepadID))
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for eb := ebiten.GamepadButton(0); eb < ebn; eb++ {
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if _, ok := c.assignedButtons[eb]; ok {
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continue
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@ -161,7 +161,7 @@ func (c *gamepadConfig) Scan(b virtualGamepadButton) bool {
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}
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}
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na := ebiten.GamepadAxisNum(c.gamepadID)
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na := ebiten.GamepadAxisCount(c.gamepadID)
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for a := 0; a < na; a++ {
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v := ebiten.GamepadAxisValue(c.gamepadID, a)
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const delta = 0.25
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@ -63,13 +63,13 @@ func (g *Game) Update() error {
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g.axes = map[ebiten.GamepadID][]string{}
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g.pressedButtons = map[ebiten.GamepadID][]string{}
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for id := range g.gamepadIDs {
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maxAxis := ebiten.GamepadAxisNum(id)
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maxAxis := ebiten.GamepadAxisCount(id)
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for a := 0; a < maxAxis; a++ {
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v := ebiten.GamepadAxisValue(id, a)
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g.axes[id] = append(g.axes[id], fmt.Sprintf("%d:%+0.2f", a, v))
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}
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maxButton := ebiten.GamepadButton(ebiten.GamepadButtonNum(id))
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maxButton := ebiten.GamepadButton(ebiten.GamepadButtonCount(id))
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for b := ebiten.GamepadButton(id); b < maxButton; b++ {
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if ebiten.IsGamepadButtonPressed(id, b) {
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g.pressedButtons[id] = append(g.pressedButtons[id], strconv.Itoa(int(b)))
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26
input.go
26
input.go
@ -168,10 +168,10 @@ func GamepadIDs() []GamepadID {
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return AppendGamepadIDs(nil)
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}
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// GamepadAxisNum returns the number of axes of the gamepad (id).
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// GamepadAxisCount returns the number of axes of the gamepad (id).
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//
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// GamepadAxisNum is concurrent-safe.
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func GamepadAxisNum(id GamepadID) int {
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// GamepadAxisCount is concurrent-safe.
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func GamepadAxisCount(id GamepadID) int {
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g := gamepad.Get(id)
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if g == nil {
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return 0
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@ -179,6 +179,13 @@ func GamepadAxisNum(id GamepadID) int {
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return g.AxisCount()
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}
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// GamepadAxisNum returns the number of axes of the gamepad (id).
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//
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// Deprecated: as of v2.4. Use GamepadAxisCount instead.
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func GamepadAxisNum(id GamepadID) int {
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return GamepadAxisCount(id)
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}
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// GamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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//
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// GamepadAxisValue is concurrent-safe.
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@ -197,10 +204,10 @@ func GamepadAxis(id GamepadID, axis int) float64 {
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return GamepadAxisValue(id, axis)
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}
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// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
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// GamepadButtonCount returns the number of the buttons of the given gamepad (id).
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//
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// GamepadButtonNum is concurrent-safe.
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func GamepadButtonNum(id GamepadID) int {
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// GamepadButtonCount is concurrent-safe.
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func GamepadButtonCount(id GamepadID) int {
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g := gamepad.Get(id)
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if g == nil {
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return 0
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@ -210,6 +217,13 @@ func GamepadButtonNum(id GamepadID) int {
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return g.ButtonCount() + g.HatCount()*4
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}
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// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
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//
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// Deprecated: as of v2.4. Use GamepadButtonCount instead.
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func GamepadButtonNum(id GamepadID) int {
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return GamepadButtonCount(id)
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}
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// IsGamepadButtonPressed reports whether the given button of the gamepad (id) is pressed or not.
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//
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// If you want to know whether the given button of gamepad (id) started being pressed in the current frame,
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