internal/gamepad: refactoring

This commit is contained in:
Hajime Hoshi 2022-09-18 20:09:10 +09:00
parent a347b618e0
commit cd9477491d

View File

@ -159,7 +159,7 @@ func (n *nativeGamepadXbox) hasOwnStandardLayoutMapping() bool {
} }
func (n *nativeGamepadXbox) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool { func (n *nativeGamepadXbox) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool {
switch gamepaddb.StandardAxis(axis) { switch axis {
case gamepaddb.StandardAxisLeftStickHorizontal, case gamepaddb.StandardAxisLeftStickHorizontal,
gamepaddb.StandardAxisLeftStickVertical, gamepaddb.StandardAxisLeftStickVertical,
gamepaddb.StandardAxisRightStickHorizontal, gamepaddb.StandardAxisRightStickHorizontal,
@ -170,7 +170,7 @@ func (n *nativeGamepadXbox) isStandardAxisAvailableInOwnMapping(axis gamepaddb.S
} }
func (n *nativeGamepadXbox) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool { func (n *nativeGamepadXbox) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool {
switch gamepaddb.StandardButton(button) { switch button {
case gamepaddb.StandardButtonFrontBottomLeft, case gamepaddb.StandardButtonFrontBottomLeft,
gamepaddb.StandardButtonFrontBottomRight: gamepaddb.StandardButtonFrontBottomRight:
return true return true