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https://github.com/hajimehoshi/ebiten.git
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internal/gamepaddb: refactoring
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parent
696938987d
commit
9faa3f4601
@ -127,12 +127,12 @@ type mapping struct {
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var (
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gamepadNames = map[string]string{}
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gamepadButtonMappings = map[string]map[StandardButton]*mapping{}
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gamepadAxisMappings = map[string]map[StandardAxis]*mapping{}
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gamepadButtonMappings = map[string]map[StandardButton]mapping{}
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gamepadAxisMappings = map[string]map[StandardAxis]mapping{}
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mappingsM sync.RWMutex
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)
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func parseLine(line string, platform platform) (id string, name string, buttons map[StandardButton]*mapping, axes map[StandardAxis]*mapping, err error) {
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func parseLine(line string, platform platform) (id string, name string, buttons map[StandardButton]mapping, axes map[StandardAxis]mapping, err error) {
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line = strings.TrimSpace(line)
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if len(line) == 0 {
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return "", "", nil, nil, nil
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@ -192,7 +192,7 @@ func parseLine(line string, platform platform) (id string, name string, buttons
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if b, ok := toStandardGamepadButton(tks[0]); ok {
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if buttons == nil {
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buttons = map[StandardButton]*mapping{}
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buttons = map[StandardButton]mapping{}
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}
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buttons[b] = gb
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continue
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@ -200,7 +200,7 @@ func parseLine(line string, platform platform) (id string, name string, buttons
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if a, ok := toStandardGamepadAxis(tks[0]); ok {
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if axes == nil {
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axes = map[StandardAxis]*mapping{}
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axes = map[StandardAxis]mapping{}
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}
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axes[a] = gb
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continue
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@ -213,7 +213,7 @@ func parseLine(line string, platform platform) (id string, name string, buttons
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return tokens[0], tokens[1], buttons, axes, nil
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}
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func parseMappingElement(str string) (*mapping, error) {
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func parseMappingElement(str string) (mapping, error) {
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switch {
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case str[0] == 'a' || strings.HasPrefix(str, "+a") || strings.HasPrefix(str, "-a"):
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var tilda bool
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@ -259,10 +259,10 @@ func parseMappingElement(str string) (*mapping, error) {
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index, err := strconv.Atoi(numstr)
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if err != nil {
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return nil, err
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return mapping{}, err
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}
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return &mapping{
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return mapping{
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Type: mappingTypeAxis,
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Index: index,
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AxisScale: scale,
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@ -272,9 +272,9 @@ func parseMappingElement(str string) (*mapping, error) {
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case str[0] == 'b':
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index, err := strconv.Atoi(str[1:])
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if err != nil {
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return nil, err
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return mapping{}, err
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}
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return &mapping{
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return mapping{
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Type: mappingTypeButton,
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Index: index,
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}, nil
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@ -282,24 +282,24 @@ func parseMappingElement(str string) (*mapping, error) {
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case str[0] == 'h':
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tokens := strings.Split(str[1:], ".")
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if len(tokens) < 2 {
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return nil, fmt.Errorf("gamepaddb: unexpected hat: %s", str)
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return mapping{}, fmt.Errorf("gamepaddb: unexpected hat: %s", str)
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}
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index, err := strconv.Atoi(tokens[0])
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if err != nil {
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return nil, err
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return mapping{}, err
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}
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hat, err := strconv.Atoi(tokens[1])
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if err != nil {
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return nil, err
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return mapping{}, err
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}
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return &mapping{
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return mapping{
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Type: mappingTypeHat,
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Index: index,
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HatState: hat,
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}, nil
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}
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return nil, fmt.Errorf("gamepaddb: unepxected mapping: %s", str)
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return mapping{}, fmt.Errorf("gamepaddb: unepxected mapping: %s", str)
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}
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func toStandardGamepadButton(str string) (StandardButton, bool) {
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@ -358,7 +358,7 @@ func toStandardGamepadAxis(str string) (StandardAxis, bool) {
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}
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}
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func buttonMappings(id string) map[StandardButton]*mapping {
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func buttonMappings(id string) map[StandardButton]mapping {
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if m, ok := gamepadButtonMappings[id]; ok {
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return m
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}
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@ -370,7 +370,7 @@ func buttonMappings(id string) map[StandardButton]*mapping {
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return nil
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}
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func axisMappings(id string) map[StandardAxis]*mapping {
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func axisMappings(id string) map[StandardAxis]mapping {
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if m, ok := gamepadAxisMappings[id]; ok {
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return m
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}
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@ -410,7 +410,8 @@ func HasStandardAxis(id string, axis StandardAxis) bool {
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if mappings == nil {
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return false
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}
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return mappings[axis] != nil
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_, ok := mappings[axis]
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return ok
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}
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func StandardAxisValue(id string, axis StandardAxis, state GamepadState) float64 {
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@ -422,8 +423,8 @@ func StandardAxisValue(id string, axis StandardAxis, state GamepadState) float64
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return 0
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}
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mapping := mappings[axis]
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if mapping == nil {
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mapping, ok := mappings[axis]
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if !ok {
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return 0
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}
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@ -461,7 +462,8 @@ func HasStandardButton(id string, button StandardButton) bool {
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if mappings == nil {
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return false
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}
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return mappings[button] != nil
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_, ok := mappings[button]
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return ok
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}
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func StandardButtonValue(id string, button StandardButton, state GamepadState) float64 {
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@ -477,8 +479,8 @@ func standardButtonValue(id string, button StandardButton, state GamepadState) f
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return 0
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}
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mapping := mappings[button]
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if mapping == nil {
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mapping, ok := mappings[button]
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if !ok {
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return 0
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}
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@ -522,8 +524,8 @@ func IsStandardButtonPressed(id string, button StandardButton, state GamepadStat
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return false
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}
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mapping := mappings[button]
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if mapping == nil {
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mapping, ok := mappings[button]
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if !ok {
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return false
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}
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@ -554,8 +556,8 @@ func Update(mappingData []byte) error {
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type parsedLine struct {
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id string
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name string
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buttons map[StandardButton]*mapping
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axes map[StandardAxis]*mapping
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buttons map[StandardButton]mapping
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axes map[StandardAxis]mapping
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}
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var lines []parsedLine
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@ -609,44 +611,44 @@ func addAndroidDefaultMappings(id string) bool {
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return false
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}
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gamepadButtonMappings[id] = map[StandardButton]*mapping{}
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gamepadAxisMappings[id] = map[StandardAxis]*mapping{}
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gamepadButtonMappings[id] = map[StandardButton]mapping{}
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gamepadAxisMappings[id] = map[StandardAxis]mapping{}
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// For mappings, see mobile/ebitenmobileview/input_android.go.
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if buttonMask&(1<<SDLControllerButtonA) != 0 {
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gamepadButtonMappings[id][StandardButtonRightBottom] = &mapping{
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gamepadButtonMappings[id][StandardButtonRightBottom] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonA,
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}
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}
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if buttonMask&(1<<SDLControllerButtonB) != 0 {
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gamepadButtonMappings[id][StandardButtonRightRight] = &mapping{
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gamepadButtonMappings[id][StandardButtonRightRight] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonB,
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}
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} else {
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// Use the back button as "B" for easy UI navigation with TV remotes.
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gamepadButtonMappings[id][StandardButtonRightRight] = &mapping{
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gamepadButtonMappings[id][StandardButtonRightRight] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonBack,
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}
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buttonMask &^= uint16(1) << SDLControllerButtonBack
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}
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if buttonMask&(1<<SDLControllerButtonX) != 0 {
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gamepadButtonMappings[id][StandardButtonRightLeft] = &mapping{
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gamepadButtonMappings[id][StandardButtonRightLeft] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonX,
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}
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}
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if buttonMask&(1<<SDLControllerButtonY) != 0 {
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gamepadButtonMappings[id][StandardButtonRightTop] = &mapping{
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gamepadButtonMappings[id][StandardButtonRightTop] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonY,
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}
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}
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if buttonMask&(1<<SDLControllerButtonBack) != 0 {
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gamepadButtonMappings[id][StandardButtonCenterLeft] = &mapping{
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gamepadButtonMappings[id][StandardButtonCenterLeft] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonBack,
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}
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@ -654,69 +656,69 @@ func addAndroidDefaultMappings(id string) bool {
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if buttonMask&(1<<SDLControllerButtonGuide) != 0 {
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// TODO: If SDKVersion >= 30, add this code:
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//
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// gamepadButtonMappings[id][StandardButtonCenterCenter] = &mapping{
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// gamepadButtonMappings[id][StandardButtonCenterCenter] = mapping{
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// Type: mappingTypeButton,
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// Index: SDLControllerButtonGuide,
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// }
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}
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if buttonMask&(1<<SDLControllerButtonStart) != 0 {
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gamepadButtonMappings[id][StandardButtonCenterRight] = &mapping{
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gamepadButtonMappings[id][StandardButtonCenterRight] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonStart,
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}
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}
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if buttonMask&(1<<SDLControllerButtonLeftStick) != 0 {
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gamepadButtonMappings[id][StandardButtonLeftStick] = &mapping{
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gamepadButtonMappings[id][StandardButtonLeftStick] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonLeftStick,
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}
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}
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if buttonMask&(1<<SDLControllerButtonRightStick) != 0 {
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gamepadButtonMappings[id][StandardButtonRightStick] = &mapping{
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gamepadButtonMappings[id][StandardButtonRightStick] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonRightStick,
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}
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}
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if buttonMask&(1<<SDLControllerButtonLeftShoulder) != 0 {
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gamepadButtonMappings[id][StandardButtonFrontTopLeft] = &mapping{
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gamepadButtonMappings[id][StandardButtonFrontTopLeft] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonLeftShoulder,
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}
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}
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if buttonMask&(1<<SDLControllerButtonRightShoulder) != 0 {
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gamepadButtonMappings[id][StandardButtonFrontTopRight] = &mapping{
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gamepadButtonMappings[id][StandardButtonFrontTopRight] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonRightShoulder,
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}
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}
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if buttonMask&(1<<SDLControllerButtonDpadUp) != 0 {
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gamepadButtonMappings[id][StandardButtonLeftTop] = &mapping{
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gamepadButtonMappings[id][StandardButtonLeftTop] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonDpadUp,
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}
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}
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if buttonMask&(1<<SDLControllerButtonDpadDown) != 0 {
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gamepadButtonMappings[id][StandardButtonLeftBottom] = &mapping{
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gamepadButtonMappings[id][StandardButtonLeftBottom] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonDpadDown,
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}
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}
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if buttonMask&(1<<SDLControllerButtonDpadLeft) != 0 {
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gamepadButtonMappings[id][StandardButtonLeftLeft] = &mapping{
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gamepadButtonMappings[id][StandardButtonLeftLeft] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonDpadLeft,
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}
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}
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if buttonMask&(1<<SDLControllerButtonDpadRight) != 0 {
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gamepadButtonMappings[id][StandardButtonLeftRight] = &mapping{
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gamepadButtonMappings[id][StandardButtonLeftRight] = mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonDpadRight,
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}
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}
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if axisMask&(1<<SDLControllerAxisLeftX) != 0 {
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gamepadAxisMappings[id][StandardAxisLeftStickHorizontal] = &mapping{
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gamepadAxisMappings[id][StandardAxisLeftStickHorizontal] = mapping{
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Type: mappingTypeAxis,
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Index: SDLControllerAxisLeftX,
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AxisScale: 1,
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@ -724,7 +726,7 @@ func addAndroidDefaultMappings(id string) bool {
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}
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}
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if axisMask&(1<<SDLControllerAxisLeftY) != 0 {
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gamepadAxisMappings[id][StandardAxisLeftStickVertical] = &mapping{
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gamepadAxisMappings[id][StandardAxisLeftStickVertical] = mapping{
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Type: mappingTypeAxis,
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Index: SDLControllerAxisLeftY,
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AxisScale: 1,
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@ -732,7 +734,7 @@ func addAndroidDefaultMappings(id string) bool {
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}
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}
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if axisMask&(1<<SDLControllerAxisRightX) != 0 {
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gamepadAxisMappings[id][StandardAxisRightStickHorizontal] = &mapping{
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gamepadAxisMappings[id][StandardAxisRightStickHorizontal] = mapping{
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Type: mappingTypeAxis,
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Index: SDLControllerAxisRightX,
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AxisScale: 1,
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@ -740,7 +742,7 @@ func addAndroidDefaultMappings(id string) bool {
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}
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}
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if axisMask&(1<<SDLControllerAxisRightY) != 0 {
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gamepadAxisMappings[id][StandardAxisRightStickVertical] = &mapping{
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gamepadAxisMappings[id][StandardAxisRightStickVertical] = mapping{
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Type: mappingTypeAxis,
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Index: SDLControllerAxisRightY,
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AxisScale: 1,
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@ -748,7 +750,7 @@ func addAndroidDefaultMappings(id string) bool {
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}
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}
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if axisMask&(1<<SDLControllerAxisTriggerLeft) != 0 {
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gamepadButtonMappings[id][StandardButtonFrontBottomLeft] = &mapping{
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gamepadButtonMappings[id][StandardButtonFrontBottomLeft] = mapping{
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Type: mappingTypeAxis,
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Index: SDLControllerAxisTriggerLeft,
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AxisScale: 1,
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@ -756,7 +758,7 @@ func addAndroidDefaultMappings(id string) bool {
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}
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}
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if axisMask&(1<<SDLControllerAxisTriggerRight) != 0 {
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gamepadButtonMappings[id][StandardButtonFrontBottomRight] = &mapping{
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gamepadButtonMappings[id][StandardButtonFrontBottomRight] = mapping{
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Type: mappingTypeAxis,
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Index: SDLControllerAxisTriggerRight,
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AxisScale: 1,
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