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Improve example/gamepad
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@ -15,6 +15,7 @@
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package main
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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"log"
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@ -28,13 +29,29 @@ const (
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)
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func update(screen *ebiten.Image) error {
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pressed := []string{}
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for b := ebiten.GamepadButton(0); b < 16; b++ {
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if ebiten.IsGamepadButtonPressed(0, b) {
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pressed = append(pressed, strconv.Itoa(int(b)))
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const gamepadID = 0
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axes := []string{}
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pressedButtons := []string{}
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maxAxis := ebiten.GamepadAxisNum(gamepadID)
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for a := 0; a < maxAxis; a++ {
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v := ebiten.GamepadAxis(gamepadID, a)
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axes = append(axes, fmt.Sprintf("%d: %0.6f", a, v))
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}
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maxButton := ebiten.GamepadButton(ebiten.GamepadButtonNum(gamepadID))
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for b := ebiten.GamepadButton(gamepadID); b < maxButton; b++ {
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if ebiten.IsGamepadButtonPressed(gamepadID, b) {
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pressedButtons = append(pressedButtons, strconv.Itoa(int(b)))
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}
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}
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str := "Pressed Keys: " + strings.Join(pressed, ", ")
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str := `Gamepad
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Axes:
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{{.Axes}}
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Pressed Buttons: {{.Buttons}}`
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str = strings.Replace(str, "{{.Axes}}", strings.Join(axes, "\n "), -1)
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str = strings.Replace(str, "{{.Buttons}}", strings.Join(pressedButtons, ", "), -1)
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ebitenutil.DebugPrint(screen, str)
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return nil
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}
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@ -36,12 +36,22 @@ func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return ui.IsMouseButtonPressed(ui.MouseButton(mouseButton))
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}
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func GamepadAxis(j int, dir int) float64 {
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return ui.GamepadAxis(j, dir)
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// TODO: docs
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func GamepadAxisNum(id int) int {
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return ui.GamepadAxisNum(id)
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}
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func IsGamepadButtonPressed(j int, button GamepadButton) bool {
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return ui.IsGamepadButtonPressed(j, ui.GamepadButton(button))
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func GamepadAxis(id int, axis int) float64 {
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return ui.GamepadAxis(id, axis)
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}
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func GamepadButtonNum(id int) int {
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return ui.GamepadButtonNum(id)
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}
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func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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return ui.IsGamepadButtonPressed(id, ui.GamepadButton(button))
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}
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// NewImage returns an empty image.
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@ -26,18 +26,32 @@ func IsMouseButtonPressed(button MouseButton) bool {
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return currentInput.mouseButtonPressed[button]
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}
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func GamepadAxis(j int, dir int) float64 {
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if len(currentInput.gamepads) <= j {
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func GamepadAxisNum(id int) int {
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if len(currentInput.gamepads) <= id {
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return 0
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}
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return currentInput.gamepads[j].axes[dir]
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return currentInput.gamepads[id].axisNum
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}
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func IsGamepadButtonPressed(j int, button GamepadButton) bool {
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if len(currentInput.gamepads) <= j {
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func GamepadAxis(id int, axis int) float64 {
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if len(currentInput.gamepads) <= id {
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return 0
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}
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return currentInput.gamepads[id].axes[axis]
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}
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func GamepadButtonNum(id int) int {
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if len(currentInput.gamepads) <= id {
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return 0
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}
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return currentInput.gamepads[id].buttonNum
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}
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func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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if len(currentInput.gamepads) <= id {
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return false
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}
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return currentInput.gamepads[j].buttonPressed[button]
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return currentInput.gamepads[id].buttonPressed[button]
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}
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var currentInput input
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@ -51,6 +65,8 @@ type input struct {
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}
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type gamePad struct {
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axes [2]float64
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axisNum int
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axes [16]float64
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buttonNum int
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buttonPressed [256]bool
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}
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@ -45,6 +45,7 @@ func (i *input) update(window *glfw.Window, scale int) error {
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if err != nil {
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return err
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}
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i.gamepads[j].axisNum = len(axes32)
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for a := 0; a < len(i.gamepads[j].axes); a++ {
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if len(axes32) <= a {
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i.gamepads[j].axes[a] = 0
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@ -56,6 +57,7 @@ func (i *input) update(window *glfw.Window, scale int) error {
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if err != nil {
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return err
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}
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i.gamepads[j].buttonNum = len(buttons)
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for b := 0; b < len(i.gamepads[j].buttonPressed); b++ {
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if len(buttons) <= b {
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i.gamepads[j].buttonPressed[b] = false
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