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uidriver/js: Refactoring: Use a map for gamepad states
This change improves the consistency with touches.
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3d48922d8c
commit
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@ -60,8 +60,7 @@ type pos struct {
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Y int
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}
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type gamePad struct {
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valid bool
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type gamepad struct {
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name string
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axisNum int
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axes [16]float64
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@ -77,7 +76,7 @@ type Input struct {
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cursorY int
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wheelX float64
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wheelY float64
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gamepads [16]gamePad
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gamepads map[driver.GamepadID]gamepad
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touches map[driver.TouchID]pos
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runeBuffer []rune
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ui *UserInterface
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@ -113,41 +112,50 @@ func (i *Input) GamepadIDs() []driver.GamepadID {
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if len(i.gamepads) == 0 {
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return nil
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}
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var r []driver.GamepadID
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for id, g := range i.gamepads {
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if g.valid {
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r = append(r, driver.GamepadID(id))
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}
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for id := range i.gamepads {
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r = append(r, id)
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}
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return r
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}
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func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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if len(i.gamepads) <= int(id) {
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g, ok := i.gamepads[id]
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if !ok {
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return 0
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}
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return i.gamepads[id].axisNum
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return g.axisNum
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}
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func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
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if len(i.gamepads) <= int(id) {
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g, ok := i.gamepads[id]
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if !ok {
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return 0
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}
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return i.gamepads[id].axes[axis]
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if g.axisNum <= axis {
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return 0
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}
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return g.axes[axis]
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}
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func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
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if len(i.gamepads) <= int(id) {
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g, ok := i.gamepads[id]
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if !ok {
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return 0
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}
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return i.gamepads[id].buttonNum
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return g.buttonNum
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}
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func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
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if len(i.gamepads) <= int(id) {
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g, ok := i.gamepads[id]
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if !ok {
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return false
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}
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return i.gamepads[id].buttonPressed[button]
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if g.buttonNum <= int(button) {
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return false
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}
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return g.buttonPressed[button]
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}
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func (i *Input) TouchIDs() []driver.TouchID {
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@ -280,41 +288,46 @@ func (i *Input) updateGamepads() {
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if !nav.Truthy() {
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return
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}
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if !nav.Get("getGamepads").Truthy() {
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return
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}
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i.gamepads = map[driver.GamepadID]gamepad{}
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gamepads := nav.Call("getGamepads")
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l := gamepads.Get("length").Int()
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for id := 0; id < l; id++ {
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i.gamepads[id].valid = false
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gamepad := gamepads.Index(id)
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if !gamepad.Truthy() {
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l := gamepads.Length()
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for idx := 0; idx < l; idx++ {
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gp := gamepads.Index(idx)
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if !gp.Truthy() {
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continue
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}
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i.gamepads[id].valid = true
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i.gamepads[id].name = gamepad.Get("id").String()
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axes := gamepad.Get("axes")
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id := driver.GamepadID(gp.Get("index").Int())
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g := gamepad{}
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g.name = gp.Get("id").String()
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axes := gp.Get("axes")
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axesNum := axes.Get("length").Int()
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i.gamepads[id].axisNum = axesNum
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for a := 0; a < len(i.gamepads[id].axes); a++ {
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g.axisNum = axesNum
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for a := 0; a < len(g.axes); a++ {
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if axesNum <= a {
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i.gamepads[id].axes[a] = 0
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continue
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break
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}
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i.gamepads[id].axes[a] = axes.Index(a).Float()
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g.axes[a] = axes.Index(a).Float()
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}
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buttons := gamepad.Get("buttons")
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buttons := gp.Get("buttons")
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buttonsNum := buttons.Get("length").Int()
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i.gamepads[id].buttonNum = buttonsNum
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for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
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g.buttonNum = buttonsNum
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for b := 0; b < len(g.buttonPressed); b++ {
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if buttonsNum <= b {
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i.gamepads[id].buttonPressed[b] = false
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continue
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break
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}
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i.gamepads[id].buttonPressed[b] = buttons.Index(b).Get("pressed").Bool()
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g.buttonPressed[b] = buttons.Index(b).Get("pressed").Bool()
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}
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i.gamepads[id] = g
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}
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}
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@ -402,8 +415,8 @@ func (i *Input) updateForGo2Cpp() {
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}
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i.touches = map[driver.TouchID]pos{}
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maxID := go2cpp.Get("touchCount").Int()
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for idx := 0; idx < maxID; idx++ {
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touchCount := go2cpp.Get("touchCount").Int()
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for idx := 0; idx < touchCount; idx++ {
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id := go2cpp.Call("getTouchPositionId", idx)
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x := go2cpp.Call("getTouchPositionX", idx)
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y := go2cpp.Call("getTouchPositionY", idx)
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