ui: Add GamepadIDs and remove IsGamepadPresent (#447)

This commit is contained in:
Hajime Hoshi 2017-10-26 23:59:09 +09:00
parent 0357f80411
commit 7bcc9ee79f
3 changed files with 29 additions and 33 deletions

View File

@ -32,28 +32,20 @@ const (
)
func update(screen *ebiten.Image) error {
const maxGamepadNum = 4
presences := [maxGamepadNum]bool{}
axes := [maxGamepadNum][]string{}
pressedButtons := [maxGamepadNum][]string{}
ids := ebiten.GamepadIDs()
axes := map[int][]string{}
pressedButtons := map[int][]string{}
for i := range presences {
presences[i] = ebiten.IsGamepadPresent(i)
}
for i := range axes {
maxAxis := ebiten.GamepadAxisNum(i)
for _, id := range ids {
maxAxis := ebiten.GamepadAxisNum(id)
for a := 0; a < maxAxis; a++ {
v := ebiten.GamepadAxis(i, a)
axes[i] = append(axes[i], fmt.Sprintf("%d:%0.2f", a, v))
v := ebiten.GamepadAxis(id, a)
axes[id] = append(axes[id], fmt.Sprintf("%d:%0.2f", a, v))
}
}
for i := range pressedButtons {
maxButton := ebiten.GamepadButton(ebiten.GamepadButtonNum(i))
for b := ebiten.GamepadButton(i); b < maxButton; b++ {
if ebiten.IsGamepadButtonPressed(i, b) {
pressedButtons[i] = append(pressedButtons[i], strconv.Itoa(int(b)))
maxButton := ebiten.GamepadButton(ebiten.GamepadButtonNum(id))
for b := ebiten.GamepadButton(id); b < maxButton; b++ {
if ebiten.IsGamepadButtonPressed(id, b) {
pressedButtons[id] = append(pressedButtons[id], strconv.Itoa(int(b)))
}
}
}
@ -63,14 +55,15 @@ func update(screen *ebiten.Image) error {
}
str := ""
for i, p := range presences {
if !p {
continue
if len(ids) > 0 {
for _, id := range ids {
str += fmt.Sprintf("Gamepad (ID: %d):\n", id)
str += fmt.Sprintf(" Axes: %s\n", strings.Join(axes[id], ", "))
str += fmt.Sprintf(" Buttons: %s\n", strings.Join(pressedButtons[id], ", "))
str += "\n"
}
str += fmt.Sprintf("Gamepad (ID: %d):\n", i)
str += fmt.Sprintf(" Axes: %s\n", strings.Join(axes[i], ", "))
str += fmt.Sprintf(" Buttons: %s\n", strings.Join(pressedButtons[i], ", "))
str += "\n"
} else {
str = "Please connect your gamepad."
}
ebitenutil.DebugPrint(screen, str)
return nil

View File

@ -56,13 +56,13 @@ func IsMouseButtonPressed(mouseButton MouseButton) bool {
return ui.CurrentInput().IsMouseButtonPressed(ui.MouseButton(mouseButton))
}
// IsGamepadPresent returns a boolean value indicating whether the gamepad for the given id exists.
// GamepadIDs returns a slice indicating available gamepad IDs.
//
// This function is concurrent-safe.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
func IsGamepadPresent(id int) bool {
return ui.CurrentInput().IsGamepadPresent(id)
func GamepadIDs() []int {
return ui.CurrentInput().GamepadIDs()
}
// GamepadAxisNum returns the number of axes of the gamepad (id).

View File

@ -31,13 +31,16 @@ func (i *Input) CursorPosition() (x, y int) {
return adjustCursorPosition(i.cursorX, i.cursorY)
}
func (i *Input) IsGamepadPresent(id int) bool {
func (i *Input) GamepadIDs() []int {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
return false
r := []int{}
for id, g := range i.gamepads {
if g.valid {
r = append(r, id)
}
}
return i.gamepads[id].valid
return r
}
func (i *Input) GamepadAxisNum(id int) int {