mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-24 18:58:54 +01:00
parent
bb20e62435
commit
809b7a3afa
@ -47,7 +47,7 @@ type axis struct {
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}
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type gamepadConfig struct {
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gamepadID int
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gamepadID ebiten.GamepadID
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gamepadIDInitialized bool
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current virtualGamepadButton
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@ -59,7 +59,7 @@ type gamepadConfig struct {
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defaultAxesValues map[int]float64
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}
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func (c *gamepadConfig) SetGamepadID(id int) {
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func (c *gamepadConfig) SetGamepadID(id ebiten.GamepadID) {
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c.gamepadID = id
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c.gamepadIDInitialized = true
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}
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@ -24,7 +24,7 @@ import (
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)
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type GamepadScene struct {
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gamepadID int
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gamepadID ebiten.GamepadID
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currentIndex int
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countAfterSetting int
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buttonStates []string
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@ -27,7 +27,7 @@ type Input struct {
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// GamepadIDButtonPressed returns a gamepad ID where at least one button is pressed.
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// If no button is pressed, GamepadIDButtonPressed returns -1.
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func (i *Input) GamepadIDButtonPressed() int {
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func (i *Input) GamepadIDButtonPressed() ebiten.GamepadID {
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for _, id := range ebiten.GamepadIDs() {
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for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
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if ebiten.IsGamepadButtonPressed(id, b) {
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@ -34,14 +34,14 @@ const (
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)
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type Game struct {
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gamepadIDs map[int]struct{}
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axes map[int][]string
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pressedButtons map[int][]string
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gamepadIDs map[ebiten.GamepadID]struct{}
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axes map[ebiten.GamepadID][]string
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pressedButtons map[ebiten.GamepadID][]string
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}
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func (g *Game) Update() error {
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if g.gamepadIDs == nil {
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g.gamepadIDs = map[int]struct{}{}
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g.gamepadIDs = map[ebiten.GamepadID]struct{}{}
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}
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// Log the gamepad connection events.
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@ -56,8 +56,8 @@ func (g *Game) Update() error {
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}
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}
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g.axes = map[int][]string{}
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g.pressedButtons = map[int][]string{}
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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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for a := 0; a < maxAxis; a++ {
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@ -86,11 +86,13 @@ func (g *Game) Draw(screen *ebiten.Image) {
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// Draw the current gamepad status.
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str := ""
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if len(g.gamepadIDs) > 0 {
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ids := make([]int, 0, len(g.gamepadIDs))
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ids := make([]ebiten.GamepadID, 0, len(g.gamepadIDs))
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for id := range g.gamepadIDs {
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ids = append(ids, id)
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}
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sort.Ints(ids)
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sort.Slice(ids, func(a, b int) bool {
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return ids[a] < ids[b]
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})
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for _, id := range ids {
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str += fmt.Sprintf("Gamepad (ID: %d, SDL ID: %s):\n", id, ebiten.GamepadSDLID(id))
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str += fmt.Sprintf(" Axes: %s\n", strings.Join(g.axes[id], ", "))
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19
input.go
19
input.go
@ -103,18 +103,21 @@ func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return uiDriver().Input().IsMouseButtonPressed(driver.MouseButton(mouseButton))
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}
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// GamepadID represents a gamepad's identifier.
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type GamepadID = driver.GamepadID
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// GamepadSDLID returns a string with the GUID generated in the same way as SDL.
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// To detect devices, see also the community project of gamepad devices database: https://github.com/gabomdq/SDL_GameControllerDB
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//
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// GamepadSDLID always returns an empty string on browsers and mobiles.
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//
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// GamepadSDLID is concurrent-safe.
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func GamepadSDLID(id int) string {
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func GamepadSDLID(id GamepadID) string {
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return uiDriver().Input().GamepadSDLID(id)
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}
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// GamepadName returns a string with the name.
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// This function may vary in how it returns descriptions for the same device across platforms
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// This function may vary in how it returns descriptions for the same device across platforms.
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// for example the following drivers/platforms see a Xbox One controller as the following:
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//
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// - Windows: "Xbox Controller"
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@ -124,7 +127,7 @@ func GamepadSDLID(id int) string {
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// GamepadName always returns an empty string on mobiles.
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//
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// GamepadName is concurrent-safe.
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func GamepadName(id int) string {
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func GamepadName(id GamepadID) string {
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return uiDriver().Input().GamepadName(id)
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}
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@ -133,7 +136,7 @@ func GamepadName(id int) string {
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// GamepadIDs is concurrent-safe.
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//
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// GamepadIDs always returns an empty slice on mobiles.
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func GamepadIDs() []int {
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func GamepadIDs() []GamepadID {
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return uiDriver().Input().GamepadIDs()
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}
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@ -142,7 +145,7 @@ func GamepadIDs() []int {
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// GamepadAxisNum is concurrent-safe.
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//
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// GamepadAxisNum always returns 0 on mobiles.
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func GamepadAxisNum(id int) int {
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func GamepadAxisNum(id GamepadID) int {
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return uiDriver().Input().GamepadAxisNum(id)
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}
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@ -151,7 +154,7 @@ func GamepadAxisNum(id int) int {
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// GamepadAxis is concurrent-safe.
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//
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// GamepadAxis always returns 0 on mobiles.
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func GamepadAxis(id int, axis int) float64 {
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func GamepadAxis(id GamepadID, axis int) float64 {
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return uiDriver().Input().GamepadAxis(id, axis)
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}
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@ -160,7 +163,7 @@ func GamepadAxis(id int, axis int) float64 {
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// GamepadButtonNum is concurrent-safe.
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//
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// GamepadButtonNum always returns 0 on mobiles.
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func GamepadButtonNum(id int) int {
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func GamepadButtonNum(id GamepadID) int {
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return uiDriver().Input().GamepadButtonNum(id)
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}
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@ -175,7 +178,7 @@ func GamepadButtonNum(id int) int {
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// There can be differences even between Chrome and Firefox.
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//
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// IsGamepadButtonPressed always returns false on mobiles.
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func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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func IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool {
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return uiDriver().Input().IsGamepadButtonPressed(id, driver.GamepadButton(button))
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}
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@ -30,11 +30,11 @@ type inputState struct {
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mouseButtonDurations map[ebiten.MouseButton]int
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prevMouseButtonDurations map[ebiten.MouseButton]int
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gamepadIDs map[int]struct{}
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prevGamepadIDs map[int]struct{}
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gamepadIDs map[ebiten.GamepadID]struct{}
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prevGamepadIDs map[ebiten.GamepadID]struct{}
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gamepadButtonDurations map[int][]int
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prevGamepadButtonDurations map[int][]int
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gamepadButtonDurations map[ebiten.GamepadID][]int
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prevGamepadButtonDurations map[ebiten.GamepadID][]int
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touchDurations map[int]int
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prevTouchDurations map[int]int
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@ -49,11 +49,11 @@ var theInputState = &inputState{
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mouseButtonDurations: map[ebiten.MouseButton]int{},
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prevMouseButtonDurations: map[ebiten.MouseButton]int{},
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gamepadIDs: map[int]struct{}{},
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prevGamepadIDs: map[int]struct{}{},
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gamepadIDs: map[ebiten.GamepadID]struct{}{},
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prevGamepadIDs: map[ebiten.GamepadID]struct{}{},
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gamepadButtonDurations: map[int][]int{},
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prevGamepadButtonDurations: map[int][]int{},
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gamepadButtonDurations: map[ebiten.GamepadID][]int{},
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prevGamepadButtonDurations: map[ebiten.GamepadID][]int{},
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touchDurations: map[int]int{},
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prevTouchDurations: map[int]int{},
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@ -97,18 +97,18 @@ func (i *inputState) update() {
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// Gamepads
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// Copy the gamepad IDs.
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i.prevGamepadIDs = map[int]struct{}{}
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i.prevGamepadIDs = map[ebiten.GamepadID]struct{}{}
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for id := range i.gamepadIDs {
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i.prevGamepadIDs[id] = struct{}{}
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}
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// Copy the gamepad button durations.
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i.prevGamepadButtonDurations = map[int][]int{}
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i.prevGamepadButtonDurations = map[ebiten.GamepadID][]int{}
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for id, ds := range i.gamepadButtonDurations {
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i.prevGamepadButtonDurations[id] = append([]int{}, ds...)
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}
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i.gamepadIDs = map[int]struct{}{}
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i.gamepadIDs = map[ebiten.GamepadID]struct{}{}
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for _, id := range ebiten.GamepadIDs() {
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i.gamepadIDs[id] = struct{}{}
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if _, ok := i.gamepadButtonDurations[id]; !ok {
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@ -123,13 +123,13 @@ func (i *inputState) update() {
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}
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}
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}
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idsToDelete := []int{}
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gamepadIDsToDelete := []ebiten.GamepadID{}
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for id := range i.gamepadButtonDurations {
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if _, ok := i.gamepadIDs[id]; !ok {
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idsToDelete = append(idsToDelete, id)
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gamepadIDsToDelete = append(gamepadIDsToDelete, id)
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}
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}
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for _, id := range idsToDelete {
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for _, id := range gamepadIDsToDelete {
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delete(i.gamepadButtonDurations, id)
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}
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@ -146,13 +146,13 @@ func (i *inputState) update() {
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ids[id] = struct{}{}
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i.touchDurations[id]++
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}
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idsToDelete = []int{}
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touchIDsToDelete := []int{}
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for id := range i.touchDurations {
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if _, ok := ids[id]; !ok {
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idsToDelete = append(idsToDelete, id)
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touchIDsToDelete = append(touchIDsToDelete, id)
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}
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}
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for _, id := range idsToDelete {
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for _, id := range touchIDsToDelete {
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delete(i.touchDurations, id)
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}
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}
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@ -221,8 +221,8 @@ func MouseButtonPressDuration(button ebiten.MouseButton) int {
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// JustConnectedGamepadIDs might return nil when there is no connected gamepad.
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//
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// JustConnectedGamepadIDs is concurrent safe.
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func JustConnectedGamepadIDs() []int {
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var ids []int
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func JustConnectedGamepadIDs() []ebiten.GamepadID {
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var ids []ebiten.GamepadID
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theInputState.m.RLock()
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for id := range theInputState.gamepadIDs {
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if _, ok := theInputState.prevGamepadIDs[id]; !ok {
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@ -230,7 +230,9 @@ func JustConnectedGamepadIDs() []int {
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}
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}
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theInputState.m.RUnlock()
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sort.Ints(ids)
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sort.Slice(ids, func(a, b int) bool {
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return ids[a] < ids[b]
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})
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return ids
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}
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@ -238,7 +240,7 @@ func JustConnectedGamepadIDs() []int {
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// whether the gamepad of the given id is released just in the current frame.
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//
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// IsGamepadJustDisconnected is concurrent safe.
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func IsGamepadJustDisconnected(id int) bool {
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func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
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theInputState.m.RLock()
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_, prev := theInputState.prevGamepadIDs[id]
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_, current := theInputState.gamepadIDs[id]
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@ -250,7 +252,7 @@ func IsGamepadJustDisconnected(id int) bool {
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// whether the given gamepad button of the gamepad id is pressed just in the current frame.
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//
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// IsGamepadButtonJustPressed is concurrent safe.
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func IsGamepadButtonJustPressed(id int, button ebiten.GamepadButton) bool {
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func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
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return GamepadButtonPressDuration(id, button) == 1
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}
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@ -258,7 +260,7 @@ func IsGamepadButtonJustPressed(id int, button ebiten.GamepadButton) bool {
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// whether the given gamepad button of the gamepad id is released just in the current frame.
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//
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// IsGamepadButtonJustReleased is concurrent safe.
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func IsGamepadButtonJustReleased(id int, button ebiten.GamepadButton) bool {
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func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
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theInputState.m.RLock()
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prev := 0
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if _, ok := theInputState.prevGamepadButtonDurations[id]; ok {
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@ -275,7 +277,7 @@ func IsGamepadButtonJustReleased(id int, button ebiten.GamepadButton) bool {
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// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in frames.
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//
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// GamepadButtonPressDuration is concurrent safe.
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func GamepadButtonPressDuration(id int, button ebiten.GamepadButton) int {
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func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int {
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theInputState.m.RLock()
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s := 0
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if _, ok := theInputState.gamepadButtonDurations[id]; ok {
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@ -14,15 +14,17 @@
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package driver
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type GamepadID int
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type Input interface {
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CursorPosition() (x, y int)
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GamepadSDLID(id int) string
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GamepadName(id int) string
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GamepadAxis(id int, axis int) float64
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GamepadAxisNum(id int) int
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GamepadButtonNum(id int) int
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GamepadIDs() []int
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IsGamepadButtonPressed(id int, button GamepadButton) bool
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GamepadSDLID(id GamepadID) string
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GamepadName(id GamepadID) string
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GamepadAxis(id GamepadID, axis int) float64
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GamepadAxisNum(id GamepadID) int
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GamepadButtonNum(id GamepadID) int
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GamepadIDs() []GamepadID
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IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool
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IsKeyPressed(key Key) bool
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IsMouseButtonPressed(button MouseButton) bool
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RuneBuffer() []rune
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@ -67,15 +67,15 @@ func (i *Input) CursorPosition() (x, y int) {
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return cx, cy
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}
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func (i *Input) GamepadIDs() []int {
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func (i *Input) GamepadIDs() []driver.GamepadID {
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if !i.ui.isRunning() {
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return nil
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}
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var r []int
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var r []driver.GamepadID
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_ = i.ui.t.Call(func() error {
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for id, g := range i.gamepads {
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if g.valid {
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r = append(r, id)
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r = append(r, driver.GamepadID(id))
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}
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}
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return nil
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@ -83,13 +83,13 @@ func (i *Input) GamepadIDs() []int {
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return r
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}
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func (i *Input) GamepadSDLID(id int) string {
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func (i *Input) GamepadSDLID(id driver.GamepadID) string {
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if !i.ui.isRunning() {
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return ""
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}
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var r string
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_ = i.ui.t.Call(func() error {
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if len(i.gamepads) <= id {
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if len(i.gamepads) <= int(id) {
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return nil
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}
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r = i.gamepads[id].guid
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@ -98,13 +98,13 @@ func (i *Input) GamepadSDLID(id int) string {
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return r
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}
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func (i *Input) GamepadName(id int) string {
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func (i *Input) GamepadName(id driver.GamepadID) string {
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if !i.ui.isRunning() {
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return ""
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}
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var r string
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_ = i.ui.t.Call(func() error {
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if len(i.gamepads) <= id {
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if len(i.gamepads) <= int(id) {
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return nil
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}
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r = i.gamepads[id].name
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@ -113,13 +113,13 @@ func (i *Input) GamepadName(id int) string {
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return r
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}
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func (i *Input) GamepadAxisNum(id int) int {
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func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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if !i.ui.isRunning() {
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return 0
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}
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var r int
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_ = i.ui.t.Call(func() error {
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if len(i.gamepads) <= id {
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if len(i.gamepads) <= int(id) {
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return nil
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}
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r = i.gamepads[id].axisNum
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@ -128,13 +128,13 @@ func (i *Input) GamepadAxisNum(id int) int {
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return r
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}
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func (i *Input) GamepadAxis(id int, axis int) float64 {
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func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
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if !i.ui.isRunning() {
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return 0
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}
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var r float64
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_ = i.ui.t.Call(func() error {
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if len(i.gamepads) <= id {
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if len(i.gamepads) <= int(id) {
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return nil
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}
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r = i.gamepads[id].axes[axis]
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@ -143,13 +143,13 @@ func (i *Input) GamepadAxis(id int, axis int) float64 {
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return r
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}
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func (i *Input) GamepadButtonNum(id int) int {
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func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
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if !i.ui.isRunning() {
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return 0
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}
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var r int
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_ = i.ui.t.Call(func() error {
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if len(i.gamepads) <= id {
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if len(i.gamepads) <= int(id) {
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return nil
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}
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r = i.gamepads[id].buttonNum
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@ -158,13 +158,13 @@ func (i *Input) GamepadButtonNum(id int) int {
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return r
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}
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func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool {
|
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func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
|
||||
if !i.ui.isRunning() {
|
||||
return false
|
||||
}
|
||||
var r bool
|
||||
_ = i.ui.t.Call(func() error {
|
||||
if len(i.gamepads) <= id {
|
||||
if len(i.gamepads) <= int(id) {
|
||||
return nil
|
||||
}
|
||||
r = i.gamepads[id].buttonPressed[button]
|
||||
|
@ -56,10 +56,10 @@ func (i *Input) CursorPosition() (x, y int) {
|
||||
return int(xf), int(yf)
|
||||
}
|
||||
|
||||
func (i *Input) GamepadSDLID(id int) string {
|
||||
func (i *Input) GamepadSDLID(id driver.GamepadID) string {
|
||||
// This emulates the implementation of EMSCRIPTEN_JoystickGetDeviceGUID.
|
||||
// https://hg.libsdl.org/SDL/file/bc90ce38f1e2/src/joystick/emscripten/SDL_sysjoystick.c#l385
|
||||
if len(i.gamepads) <= id {
|
||||
if len(i.gamepads) <= int(id) {
|
||||
return ""
|
||||
}
|
||||
var sdlid [16]byte
|
||||
@ -70,49 +70,49 @@ func (i *Input) GamepadSDLID(id int) string {
|
||||
// GamepadName returns a string containing some information about the controller.
|
||||
// A PS2 controller returned "810-3-USB Gamepad" on Firefox
|
||||
// A Xbox 360 controller returned "xinput" on Firefox and "Xbox 360 Controller (XInput STANDARD GAMEPAD)" on Chrome
|
||||
func (i *Input) GamepadName(id int) string {
|
||||
if len(i.gamepads) <= id {
|
||||
func (i *Input) GamepadName(id driver.GamepadID) string {
|
||||
if len(i.gamepads) <= int(id) {
|
||||
return ""
|
||||
}
|
||||
return i.gamepads[id].name
|
||||
}
|
||||
|
||||
func (i *Input) GamepadIDs() []int {
|
||||
func (i *Input) GamepadIDs() []driver.GamepadID {
|
||||
if len(i.gamepads) == 0 {
|
||||
return nil
|
||||
}
|
||||
r := []int{}
|
||||
var r []driver.GamepadID
|
||||
for id, g := range i.gamepads {
|
||||
if g.valid {
|
||||
r = append(r, id)
|
||||
r = append(r, driver.GamepadID(id))
|
||||
}
|
||||
}
|
||||
return r
|
||||
}
|
||||
|
||||
func (i *Input) GamepadAxisNum(id int) int {
|
||||
if len(i.gamepads) <= id {
|
||||
func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
|
||||
if len(i.gamepads) <= int(id) {
|
||||
return 0
|
||||
}
|
||||
return i.gamepads[id].axisNum
|
||||
}
|
||||
|
||||
func (i *Input) GamepadAxis(id int, axis int) float64 {
|
||||
if len(i.gamepads) <= id {
|
||||
func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
|
||||
if len(i.gamepads) <= int(id) {
|
||||
return 0
|
||||
}
|
||||
return i.gamepads[id].axes[axis]
|
||||
}
|
||||
|
||||
func (i *Input) GamepadButtonNum(id int) int {
|
||||
if len(i.gamepads) <= id {
|
||||
func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
|
||||
if len(i.gamepads) <= int(id) {
|
||||
return 0
|
||||
}
|
||||
return i.gamepads[id].buttonNum
|
||||
}
|
||||
|
||||
func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool {
|
||||
if len(i.gamepads) <= id {
|
||||
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
|
||||
if len(i.gamepads) <= int(id) {
|
||||
return false
|
||||
}
|
||||
return i.gamepads[id].buttonPressed[button]
|
||||
|
@ -41,18 +41,18 @@ func (i *Input) CursorPosition() (x, y int) {
|
||||
return i.ui.adjustPosition(i.cursorX, i.cursorY)
|
||||
}
|
||||
|
||||
func (i *Input) GamepadIDs() []int {
|
||||
func (i *Input) GamepadIDs() []driver.GamepadID {
|
||||
i.ui.m.RLock()
|
||||
defer i.ui.m.RUnlock()
|
||||
|
||||
ids := make([]int, 0, len(i.gamepads))
|
||||
ids := make([]driver.GamepadID, 0, len(i.gamepads))
|
||||
for _, g := range i.gamepads {
|
||||
ids = append(ids, g.ID)
|
||||
}
|
||||
return ids
|
||||
}
|
||||
|
||||
func (i *Input) GamepadSDLID(id int) string {
|
||||
func (i *Input) GamepadSDLID(id driver.GamepadID) string {
|
||||
i.ui.m.RLock()
|
||||
defer i.ui.m.RUnlock()
|
||||
|
||||
@ -65,7 +65,7 @@ func (i *Input) GamepadSDLID(id int) string {
|
||||
return ""
|
||||
}
|
||||
|
||||
func (i *Input) GamepadName(id int) string {
|
||||
func (i *Input) GamepadName(id driver.GamepadID) string {
|
||||
i.ui.m.RLock()
|
||||
defer i.ui.m.RUnlock()
|
||||
|
||||
@ -78,7 +78,7 @@ func (i *Input) GamepadName(id int) string {
|
||||
return ""
|
||||
}
|
||||
|
||||
func (i *Input) GamepadAxisNum(id int) int {
|
||||
func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
|
||||
i.ui.m.RLock()
|
||||
defer i.ui.m.RUnlock()
|
||||
|
||||
@ -91,7 +91,7 @@ func (i *Input) GamepadAxisNum(id int) int {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (i *Input) GamepadAxis(id int, axis int) float64 {
|
||||
func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
|
||||
i.ui.m.RLock()
|
||||
defer i.ui.m.RUnlock()
|
||||
|
||||
@ -107,7 +107,7 @@ func (i *Input) GamepadAxis(id int, axis int) float64 {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (i *Input) GamepadButtonNum(id int) int {
|
||||
func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
|
||||
i.ui.m.RLock()
|
||||
defer i.ui.m.RUnlock()
|
||||
|
||||
@ -120,7 +120,7 @@ func (i *Input) GamepadButtonNum(id int) int {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool {
|
||||
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
|
||||
i.ui.m.RLock()
|
||||
defer i.ui.m.RUnlock()
|
||||
|
||||
|
@ -480,7 +480,7 @@ type Touch struct {
|
||||
}
|
||||
|
||||
type Gamepad struct {
|
||||
ID int
|
||||
ID driver.GamepadID
|
||||
SDLID string
|
||||
Name string
|
||||
Buttons [driver.GamepadButtonNum]bool
|
||||
|
@ -30,7 +30,7 @@ var (
|
||||
keys = map[driver.Key]struct{}{}
|
||||
runes []rune
|
||||
touches = map[int]position{}
|
||||
gamepads = map[int]*mobile.Gamepad{}
|
||||
gamepads = map[driver.GamepadID]*mobile.Gamepad{}
|
||||
)
|
||||
|
||||
func updateInput() {
|
||||
|
@ -177,18 +177,18 @@ var androidAxisIDToAxisID = map[int]int{
|
||||
var (
|
||||
// deviceIDToGamepadID is a map from Android device IDs to Ebiten gamepad IDs.
|
||||
// As convention, Ebiten gamepad IDs start with 0, and many applications depend on this fact.
|
||||
deviceIDToGamepadID = map[int]int{}
|
||||
deviceIDToGamepadID = map[int]driver.GamepadID{}
|
||||
)
|
||||
|
||||
func gamepadIDFromDeviceID(deviceID int) int {
|
||||
func gamepadIDFromDeviceID(deviceID int) driver.GamepadID {
|
||||
if id, ok := deviceIDToGamepadID[deviceID]; ok {
|
||||
return id
|
||||
}
|
||||
ids := map[int]struct{}{}
|
||||
ids := map[driver.GamepadID]struct{}{}
|
||||
for _, id := range deviceIDToGamepadID {
|
||||
ids[id] = struct{}{}
|
||||
}
|
||||
for i := 0; ; i++ {
|
||||
for i := driver.GamepadID(0); ; i++ {
|
||||
if _, ok := ids[i]; ok {
|
||||
continue
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user