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internal/gamepad: use -overlay to provide the implementation for Nintendo Switch
Updates #2372
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internal/gamepad/gamepad_nintendosdk.cpp
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31
internal/gamepad/gamepad_nintendosdk.cpp
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@ -0,0 +1,31 @@
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// Copyright 2022 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build nintendosdk
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// The actual implementaiton will be provided by -overlay.
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#include "gamepad_nintendosdk.h"
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extern "C" void ebitengine_UpdateGamepads() {}
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extern "C" int ebitengine_GetGamepadCount() {
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return 0;
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}
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extern "C" void ebitengine_GetGamepads(struct Gamepad *gamepads) {}
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extern "C" void ebitengine_VibrateGamepad(int id, double durationInSeconds,
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double strongMagnitude,
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double weakMagnitude) {}
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@ -16,15 +16,25 @@
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package gamepad
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// #cgo !darwin LDFLAGS: -Wl,-unresolved-symbols=ignore-all
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// #cgo darwin LDFLAGS: -Wl,-undefined,dynamic_lookup
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//
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// #include "gamepad_nintendosdk.h"
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//
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// void ebitengine_UpdateGamepads();
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// int ebitengine_GetGamepadCount();
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// void ebitengine_GetGamepads(struct Gamepad* gamepads);
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// void ebitengine_VibrateGamepad(int id, double durationInSeconds, double strongMagnitude, double weakMagnitude);
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import "C"
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import (
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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"github.com/hajimehoshi/ebiten/v2/internal/nintendosdk"
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)
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type nativeGamepadsImpl struct {
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gamepads []nintendosdk.Gamepad
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gamepads []C.struct_Gamepad
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ids map[int]struct{}
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}
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@ -37,8 +47,17 @@ func (*nativeGamepadsImpl) init(gamepads *gamepads) error {
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}
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func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
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C.ebitengine_UpdateGamepads()
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g.gamepads = g.gamepads[:0]
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g.gamepads = nintendosdk.AppendGamepads(g.gamepads)
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if n := int(C.ebitengine_GetGamepadCount()); n > 0 {
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if cap(g.gamepads) < n {
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g.gamepads = make([]C.struct_Gamepad, n)
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} else {
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g.gamepads = g.gamepads[:n]
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}
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C.ebitengine_GetGamepads(&g.gamepads[0])
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}
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for id := range g.ids {
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delete(g.ids, id)
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@ -48,27 +67,33 @@ func (g *nativeGamepadsImpl) update(gamepads *gamepads) error {
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if g.ids == nil {
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g.ids = map[int]struct{}{}
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}
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g.ids[gp.ID] = struct{}{}
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g.ids[int(gp.id)] = struct{}{}
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gamepad := gamepads.find(func(gamepad *Gamepad) bool {
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return gamepad.native.(*nativeGamepadImpl).id == gp.ID
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return gamepad.native.(*nativeGamepadImpl).id == int(gp.id)
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})
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if gamepad == nil {
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gamepad = gamepads.add("", "")
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gamepad.native = &nativeGamepadImpl{
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id: gp.ID,
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standard: gp.Standard,
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axisValues: make([]float64, gp.AxisCount),
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buttonPressed: make([]bool, gp.ButtonCount),
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buttonValues: make([]float64, gp.ButtonCount),
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id: int(gp.id),
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standard: bool(gp.standard != 0),
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axisValues: make([]float64, gp.axis_count),
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buttonPressed: make([]bool, gp.button_count),
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buttonValues: make([]float64, gp.button_count),
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}
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}
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gamepad.m.Lock()
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n := gamepad.native.(*nativeGamepadImpl)
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copy(n.axisValues, gp.AxisValues[:])
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copy(n.buttonValues, gp.ButtonValues[:])
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copy(n.buttonPressed, gp.ButtonPressed[:])
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for i := range n.axisValues {
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n.axisValues[i] = float64(gp.axis_values[i])
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}
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for i := range n.buttonValues {
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n.buttonValues[i] = float64(gp.button_values[i])
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}
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for i := range n.buttonPressed {
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n.buttonPressed[i] = gp.button_pressed[i] != 0
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}
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gamepad.m.Unlock()
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}
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@ -146,5 +171,5 @@ func (*nativeGamepadImpl) hatState(hat int) int {
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}
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func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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nintendosdk.VibrateGamepad(g.id, duration, strongMagnitude, weakMagnitude)
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C.ebitengine_VibrateGamepad(C.int(g.id), C.double(float64(duration)/float64(time.Second)), C.double(strongMagnitude), C.double(weakMagnitude))
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}
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25
internal/gamepad/gamepad_nintendosdk.h
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25
internal/gamepad/gamepad_nintendosdk.h
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@ -0,0 +1,25 @@
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// Copyright 2022 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build nintendosdk
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struct Gamepad {
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int id;
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char standard;
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int button_count;
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int axis_count;
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char button_pressed[32];
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float button_values[32];
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float axis_values[16];
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};
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@ -21,16 +21,6 @@ package nintendosdk
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//
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// #include <stdint.h>
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//
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// struct Gamepad {
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// int id;
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// char standard;
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// int button_num;
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// int axis_num;
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// char button_pressed[32];
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// float button_values[32];
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// float axis_values[16];
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// };
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//
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// struct Touch {
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// int id;
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// int x;
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@ -44,27 +34,10 @@ package nintendosdk
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// void EbitenEndFrame();
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//
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// // Input
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// int EbitenGetGamepadNum();
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// void EbitenGetGamepads(struct Gamepad* gamepads);
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// int EbitenGetTouchNum();
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// void EbitenGetTouches(struct Touch* touches);
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// void EbitenVibrateGamepad(int id, double durationInSeconds, double strongMagnitude, double weakMagnitude);
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import "C"
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import (
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"time"
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)
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type Gamepad struct {
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ID int
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Standard bool
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ButtonCount int
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AxisCount int
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ButtonPressed [32]bool
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ButtonValues [32]float64
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AxisValues [16]float64
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}
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type Touch struct {
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ID int
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X int
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@ -89,39 +62,6 @@ func EndFrame() {
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C.EbitenEndFrame()
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}
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var cGamepads []C.struct_Gamepad
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func AppendGamepads(gamepads []Gamepad) []Gamepad {
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n := int(C.EbitenGetGamepadNum())
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if cap(cGamepads) < n {
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cGamepads = append(cGamepads, make([]C.struct_Gamepad, n)...)
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} else {
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cGamepads = cGamepads[:n]
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}
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if n > 0 {
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C.EbitenGetGamepads(&cGamepads[0])
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}
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for _, g := range cGamepads {
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gamepad := Gamepad{
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ID: int(g.id),
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Standard: g.standard != 0,
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ButtonCount: int(g.button_num),
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AxisCount: int(g.axis_num),
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}
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for i := 0; i < gamepad.ButtonCount; i++ {
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gamepad.ButtonPressed[i] = g.button_pressed[i] != 0
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gamepad.ButtonValues[i] = float64(g.button_values[i])
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}
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for i := 0; i < gamepad.AxisCount; i++ {
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gamepad.AxisValues[i] = float64(g.axis_values[i])
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}
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gamepads = append(gamepads, gamepad)
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}
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return gamepads
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}
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var cTouches []C.struct_Touch
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func AppendTouches(touches []Touch) []Touch {
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@ -145,7 +85,3 @@ func AppendTouches(touches []Touch) []Touch {
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}
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return touches
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}
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func VibrateGamepad(id int, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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C.EbitenVibrateGamepad(C.int(id), C.double(float64(duration)/float64(time.Second)), C.double(strongMagnitude), C.double(weakMagnitude))
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}
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