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

View File

@ -56,13 +56,13 @@ func IsMouseButtonPressed(mouseButton MouseButton) bool {
return ui.CurrentInput().IsMouseButtonPressed(ui.MouseButton(mouseButton)) 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. // This function is concurrent-safe.
// //
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox. // NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
func IsGamepadPresent(id int) bool { func GamepadIDs() []int {
return ui.CurrentInput().IsGamepadPresent(id) return ui.CurrentInput().GamepadIDs()
} }
// GamepadAxisNum returns the number of axes of the gamepad (id). // 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) return adjustCursorPosition(i.cursorX, i.cursorY)
} }
func (i *Input) IsGamepadPresent(id int) bool { func (i *Input) GamepadIDs() []int {
i.m.RLock() i.m.RLock()
defer i.m.RUnlock() defer i.m.RUnlock()
if len(i.gamepads) <= id { r := []int{}
return false 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 { func (i *Input) GamepadAxisNum(id int) int {