mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
internal/gamepad: port the gamepad part for c-backend
This commit is contained in:
parent
5443fc312a
commit
bf1cb035eb
@ -71,10 +71,10 @@ import (
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)
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type Gamepad struct {
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ID driver.GamepadID
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ID int
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Standard bool
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ButtonNum int
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AxisNum int
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ButtonCount int
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AxisCount int
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ButtonPressed [32]bool
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ButtonValues [32]float64
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AxisValues [16]float64
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@ -119,16 +119,16 @@ func AppendGamepads(gamepads []Gamepad) []Gamepad {
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for _, g := range cGamepads {
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gamepad := Gamepad{
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ID: driver.GamepadID(g.id),
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ID: int(g.id),
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Standard: g.standard != 0,
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ButtonNum: int(g.button_num),
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AxisNum: int(g.axis_num),
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ButtonCount: int(g.button_num),
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AxisCount: int(g.axis_num),
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}
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for i := 0; i < gamepad.ButtonNum; i++ {
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for i := 0; i < gamepad.ButtonCount; i++ {
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gamepad.ButtonPressed[i] = g.button_pressed[i] != 0
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gamepad.ButtonValues[i] = float64(g.button_values[i])
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}
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for i := 0; i < gamepad.AxisNum; i++ {
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for i := 0; i < gamepad.AxisCount; i++ {
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gamepad.AxisValues[i] = float64(g.axis_values[i])
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}
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@ -161,7 +161,7 @@ func AppendTouches(touches []Touch) []Touch {
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return touches
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}
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func VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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func VibrateGamepad(id int, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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C.EbitenVibrateGamepad(C.int(id), C.double(float64(duration)/float64(time.Second)), C.double(strongMagnitude), C.double(weakMagnitude))
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}
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@ -12,8 +12,8 @@
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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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//go:build ios
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// +build ios
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//go:build ios && !ebitencbackend
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// +build ios,!ebitencbackend
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package gamepad
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@ -12,8 +12,8 @@
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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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//go:build !android
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// +build !android
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//go:build !android && !ebitencbackend
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// +build !android,!ebitencbackend
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package gamepad
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@ -12,6 +12,9 @@
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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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//go:build !ebitencbackend
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// +build !ebitencbackend
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package gamepad
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import (
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@ -12,6 +12,9 @@
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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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//go:build !ebitencbackend
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// +build !ebitencbackend
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package gamepad
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import (
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@ -12,6 +12,9 @@
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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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//go:build !ebitencbackend
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// +build !ebitencbackend
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package gamepad
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import (
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133
internal/gamepad/gamepad_cbackend.go
Normal file
133
internal/gamepad/gamepad_cbackend.go
Normal file
@ -0,0 +1,133 @@
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// Copyright 2022 The Ebiten Authors
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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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//go:build ebitencbackend
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// +build ebitencbackend
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package gamepad
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import (
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
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)
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type nativeGamepads struct {
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gamepads []cbackend.Gamepad
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ids map[int]struct{}
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}
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func (*nativeGamepads) init(gamepads *gamepads) error {
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return nil
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}
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func (g *nativeGamepads) update(gamepads *gamepads) error {
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g.gamepads = g.gamepads[:0]
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g.gamepads = cbackend.AppendGamepads(g.gamepads)
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for id := range g.ids {
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delete(g.ids, id)
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}
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for _, gp := range g.gamepads {
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if g.ids == nil {
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g.ids = map[int]struct{}{}
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}
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g.ids[gp.ID] = struct{}{}
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gamepad := gamepads.find(func(gamepad *Gamepad) bool {
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return gamepad.id == gp.ID
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})
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if gamepad == nil {
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gamepad = gamepads.add("", "")
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gamepad.id = gp.ID
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gamepad.standard = gp.Standard
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gamepad.axisValues = make([]float64, gp.AxisCount)
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gamepad.buttonPressed = make([]bool, gp.ButtonCount)
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gamepad.buttonValues = make([]float64, gp.ButtonCount)
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}
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gamepad.m.Lock()
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copy(gamepad.axisValues, gp.AxisValues[:])
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copy(gamepad.buttonValues, gp.ButtonValues[:])
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copy(gamepad.buttonPressed, gp.ButtonPressed[:])
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gamepad.m.Unlock()
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}
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// Remove an unused gamepads.
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gamepads.remove(func(gamepad *Gamepad) bool {
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_, ok := g.ids[gamepad.id]
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return !ok
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})
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return nil
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}
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type nativeGamepad struct {
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id int
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standard bool
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axisValues []float64
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buttonPressed []bool
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buttonValues []float64
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}
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func (*nativeGamepad) update(gamepad *gamepads) error {
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return nil
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}
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func (g *nativeGamepad) hasOwnStandardLayoutMapping() bool {
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return g.standard
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}
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func (g *nativeGamepad) axisCount() int {
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return len(g.axisValues)
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}
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func (g *nativeGamepad) buttonCount() int {
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return len(g.buttonValues)
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}
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func (g *nativeGamepad) hatCount() int {
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return 0
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}
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func (g *nativeGamepad) axisValue(axis int) float64 {
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if axis < 0 || axis >= len(g.axisValues) {
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return 0
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}
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return g.axisValues[axis]
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}
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func (g *nativeGamepad) isButtonPressed(button int) bool {
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if button < 0 || button >= len(g.buttonPressed) {
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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 (g *nativeGamepad) buttonValue(button int) float64 {
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if button < 0 || button >= len(g.buttonValues) {
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return 0
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}
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return g.buttonValues[button]
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}
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func (*nativeGamepad) hatState(hat int) int {
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return hatCentered
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}
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func (g *nativeGamepad) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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cbackend.VibrateGamepad(g.id, duration, strongMagnitude, weakMagnitude)
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}
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@ -12,8 +12,8 @@
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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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//go:build !ios
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// +build !ios
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//go:build !ios && !ebitencbackend
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// +build !ios,!ebitencbackend
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package gamepad
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@ -12,8 +12,8 @@
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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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//go:build ios
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// +build ios
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//go:build ios && !ebitencbackend
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// +build ios,!ebitencbackend
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package gamepad
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@ -12,8 +12,8 @@
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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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//go:build !android
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// +build !android
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//go:build !android && !ebitencbackend
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// +build !android,!ebitencbackend
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package gamepad
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@ -12,6 +12,9 @@
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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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//go:build !ebitencbackend
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// +build !ebitencbackend
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package gamepad
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import (
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@ -20,191 +20,98 @@ package cbackend
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import (
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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)
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func (i *Input) updateGamepads() {
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i.gamepads = i.gamepads[:0]
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i.gamepads = cbackend.AppendGamepads(i.gamepads)
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}
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func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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gamepadIDs = append(gamepadIDs, g.ID)
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}
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return gamepadIDs
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return gamepad.AppendGamepadIDs(gamepadIDs)
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}
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func (i *Input) GamepadSDLID(id driver.GamepadID) string {
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g := gamepad.Get(id)
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if g == nil {
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return ""
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}
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return g.SDLID()
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}
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func (i *Input) GamepadName(id driver.GamepadID) string {
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g := gamepad.Get(id)
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if g == nil {
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return ""
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}
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return g.Name()
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}
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func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if axis < 0 {
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g := gamepad.Get(id)
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if g == nil {
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return 0
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}
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if g.AxisNum <= axis {
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return 0
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}
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if len(g.AxisValues) <= axis {
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return 0
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}
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return g.AxisValues[axis]
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}
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return 0
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return g.Axis(axis)
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}
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func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return g.AxisNum
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}
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g := gamepad.Get(id)
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if g == nil {
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return 0
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}
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return g.AxisCount()
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}
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func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return g.ButtonNum
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}
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g := gamepad.Get(id)
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if g == nil {
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return 0
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}
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return g.ButtonCount()
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}
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func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if button < 0 {
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g := gamepad.Get(id)
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if g == nil {
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return false
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}
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if g.ButtonNum <= int(button) {
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return false
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}
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if len(g.ButtonPressed) <= 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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return false
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return g.Button(int(button))
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}
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func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if !g.Standard {
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g := gamepad.Get(id)
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if g == nil {
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return false
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}
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if button < 0 {
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return false
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}
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if g.ButtonNum <= int(button) {
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return false
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}
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if len(g.ButtonPressed) <= 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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return false
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return g.IsStandardButtonPressed(button)
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}
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func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return g.Standard
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}
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g := gamepad.Get(id)
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if g == nil {
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return false
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}
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return g.IsStandardLayoutAvailable()
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}
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func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if !g.Standard {
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g := gamepad.Get(id)
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if g == nil {
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return 0
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}
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if axis < 0 {
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return 0
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}
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if g.AxisNum <= int(axis) {
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return 0
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}
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if len(g.AxisValues) <= int(axis) {
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return 0
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}
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return g.AxisValues[axis]
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}
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return 0
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return g.StandardAxisValue(axis)
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}
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func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if !g.Standard {
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g := gamepad.Get(id)
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if g == nil {
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return 0
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}
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if button < 0 {
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return 0
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}
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if g.ButtonNum <= int(button) {
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return 0
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}
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if len(g.ButtonValues) <= int(button) {
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return 0
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}
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return g.ButtonValues[button]
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}
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return 0
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return g.StandardButtonValue(button)
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}
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func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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cbackend.VibrateGamepad(id, duration, strongMagnitude, weakMagnitude)
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g := gamepad.Get(id)
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if g == nil {
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return
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}
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g.Vibrate(duration, strongMagnitude, weakMagnitude)
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}
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@ -22,6 +22,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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)
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type Input struct {
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@ -35,7 +36,7 @@ func (i *Input) update(context driver.UIContext) {
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i.m.Lock()
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defer i.m.Unlock()
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i.updateGamepads()
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gamepad.Update()
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i.touches = i.touches[:0]
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i.touches = cbackend.AppendTouches(i.touches)
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