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Add Gamepad API
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parent
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commit
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46
example/gamepad/main.go
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46
example/gamepad/main.go
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@ -0,0 +1,46 @@
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// Copyright 2015 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package main
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import (
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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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"strconv"
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"strings"
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)
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const (
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screenWidth = 320
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screenHeight = 240
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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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}
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}
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str := "Pressed Keys: " + strings.Join(pressed, ", ")
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ebitenutil.DebugPrint(screen, str)
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return nil
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}
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func main() {
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if err := ebiten.Run(update, screenWidth, screenHeight, 2, "Gamepad (Ebiten Demo)"); err != nil {
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log.Fatal(err)
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}
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}
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@ -36,6 +36,14 @@ 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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}
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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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}
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// NewImage returns an empty image.
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func NewImage(width, height int, filter Filter) (*Image, error) {
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var innerImage *innerImage
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42
gamepad.go
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42
gamepad.go
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@ -0,0 +1,42 @@
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// Copyright 2015 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"github.com/hajimehoshi/ebiten/internal/ui"
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)
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// A GamepadButton represents a gamepad button.
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type GamepadButton int
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// GamepadButtons
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const (
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GamepadButton0 = GamepadButton(ui.GamepadButton0)
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GamepadButton1 = GamepadButton(ui.GamepadButton1)
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GamepadButton2 = GamepadButton(ui.GamepadButton2)
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GamepadButton3 = GamepadButton(ui.GamepadButton3)
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GamepadButton4 = GamepadButton(ui.GamepadButton4)
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GamepadButton5 = GamepadButton(ui.GamepadButton5)
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GamepadButton6 = GamepadButton(ui.GamepadButton6)
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GamepadButton7 = GamepadButton(ui.GamepadButton7)
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GamepadButton8 = GamepadButton(ui.GamepadButton8)
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GamepadButton9 = GamepadButton(ui.GamepadButton9)
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GamepadButton10 = GamepadButton(ui.GamepadButton10)
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GamepadButton11 = GamepadButton(ui.GamepadButton11)
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GamepadButton12 = GamepadButton(ui.GamepadButton12)
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GamepadButton13 = GamepadButton(ui.GamepadButton13)
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GamepadButton14 = GamepadButton(ui.GamepadButton14)
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GamepadButton15 = GamepadButton(ui.GamepadButton15)
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)
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36
internal/ui/gamepadbutton.go
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36
internal/ui/gamepadbutton.go
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@ -0,0 +1,36 @@
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// Copyright 2015 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ui
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type GamepadButton int
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const (
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GamepadButton0 GamepadButton = iota
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GamepadButton1
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GamepadButton2
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GamepadButton3
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GamepadButton4
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GamepadButton5
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GamepadButton6
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GamepadButton7
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GamepadButton8
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GamepadButton9
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GamepadButton10
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GamepadButton11
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GamepadButton12
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GamepadButton13
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GamepadButton14
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GamepadButton15
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)
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@ -14,21 +14,43 @@
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package ui
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func IsKeyPressed(key Key) bool {
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return currentInput.keyPressed[key]
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}
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func CursorPosition() (x, y int) {
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return currentInput.cursorX, currentInput.cursorY
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}
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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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return 0
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}
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return currentInput.gamepads[j].axes[dir]
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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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return false
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}
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return currentInput.gamepads[j].buttonPressed[button]
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}
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var currentInput input
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type input struct {
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keyPressed [256]bool
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mouseButtonPressed [256]bool
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cursorX int
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cursorY int
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gamepads [16]gamePad
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}
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func (i *input) isKeyPressed(key Key) bool {
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return i.keyPressed[key]
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}
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func (i *input) isMouseButtonPressed(button MouseButton) bool {
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return i.mouseButtonPressed[button]
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}
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func (i *input) cursorPosition() (x, y int) {
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return i.cursorX, i.cursorY
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type gamePad struct {
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axes [2]float64
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buttonPressed [256]bool
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}
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@ -21,25 +21,13 @@ import (
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"math"
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)
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func IsKeyPressed(key Key) bool {
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return current.input.isKeyPressed(key)
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}
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func IsMouseButtonPressed(button MouseButton) bool {
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return current.input.isMouseButtonPressed(button)
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}
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func CursorPosition() (x, y int) {
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return current.input.cursorPosition()
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}
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var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
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glfw.MouseButtonLeft: MouseButtonLeft,
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glfw.MouseButtonRight: MouseButtonRight,
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glfw.MouseButtonMiddle: MouseButtonMiddle,
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}
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func (i *input) update(window *glfw.Window, scale int) {
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func (i *input) update(window *glfw.Window, scale int) error {
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for g, e := range glfwKeyCodeToKey {
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i.keyPressed[e] = window.GetKey(g) == glfw.Press
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}
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@ -49,4 +37,32 @@ func (i *input) update(window *glfw.Window, scale int) {
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x, y := window.GetCursorPosition()
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i.cursorX = int(math.Floor(x)) / scale
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i.cursorY = int(math.Floor(y)) / scale
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for j := glfw.Joystick(0); j < glfw.Joystick(len(i.gamepads)); j++ {
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if !glfw.JoystickPresent(j) {
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continue
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}
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axes32, err := glfw.GetJoystickAxes(j)
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if err != nil {
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return err
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}
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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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continue
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}
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i.gamepads[j].axes[a] = float64(axes32[a])
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}
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buttons, err := glfw.GetJoystickButtons(j)
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if err != nil {
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return err
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}
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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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continue
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}
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i.gamepads[j].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
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}
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}
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return nil
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}
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package ui
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var currentInput input
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func IsKeyPressed(key Key) bool {
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return currentInput.isKeyPressed(key)
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}
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func IsMouseButtonPressed(button MouseButton) bool {
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return currentInput.isMouseButtonPressed(button)
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}
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func CursorPosition() (x, y int) {
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return currentInput.cursorPosition()
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}
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func (i *input) keyDown(key int) {
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k, ok := keyCodeToKey[key]
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if !ok {
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@ -35,8 +35,8 @@ func Use(f func(*opengl.Context)) {
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<-ch
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}
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func DoEvents() {
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current.doEvents()
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func DoEvents() error {
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return current.doEvents()
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}
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func Terminate() {
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@ -88,7 +88,6 @@ type ui struct {
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window *glfw.Window
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scale int
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glContext *opengl.Context
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input input
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funcs chan func()
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}
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@ -137,17 +136,22 @@ func Start(width, height, scale int, title string) (actualScale int, err error)
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return actualScale, nil
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}
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func (u *ui) pollEvents() {
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func (u *ui) pollEvents() error {
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glfw.PollEvents()
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u.input.update(u.window, u.scale)
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return currentInput.update(u.window, u.scale)
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}
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func (u *ui) doEvents() {
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u.pollEvents()
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func (u *ui) doEvents() error {
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if err := u.pollEvents(); err != nil {
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return err
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}
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for current.window.GetAttribute(glfw.Focused) == 0 {
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time.Sleep(time.Second / 60)
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u.pollEvents()
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if err := u.pollEvents(); err != nil {
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return err
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}
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}
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return nil
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}
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func (u *ui) terminate() {
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@ -42,11 +42,12 @@ func vsync() {
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<-ch
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}
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func DoEvents() {
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func DoEvents() error {
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vsync()
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for !shown() {
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vsync()
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}
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return nil
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}
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func Terminate() {
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