mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
example/blocks: Use gamepad
This commit is contained in:
parent
a3adf50850
commit
d2d32d3956
@ -30,22 +30,20 @@ type GameState struct {
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type Game struct {
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once sync.Once
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sceneManager *SceneManager
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input *Input
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input Input
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}
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func NewGame() *Game {
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game := &Game{
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return &Game{
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sceneManager: NewSceneManager(NewTitleScene()),
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input: NewInput(),
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}
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return game
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}
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func (game *Game) Update(r *ebiten.Image) error {
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game.input.Update()
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game.sceneManager.Update(&GameState{
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SceneManager: game.sceneManager,
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Input: game.input,
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Input: &game.input,
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})
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game.sceneManager.Draw(r)
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return nil
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110
example/blocks/blocks/gamepadscene.go
Normal file
110
example/blocks/blocks/gamepadscene.go
Normal file
@ -0,0 +1,110 @@
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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 blocks
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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/example/internal"
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"image/color"
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"strings"
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)
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type GamepadScene struct {
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currentIndex int
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countAfterSetting int
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buttonStates []string
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}
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func NewGamepadScene() *GamepadScene {
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return &GamepadScene{}
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}
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func (s *GamepadScene) Update(state *GameState) error {
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if s.currentIndex == 0 {
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state.Input.gamepadConfig.Reset()
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}
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if state.Input.StateForKey(ebiten.KeyEscape) == 1 {
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state.Input.gamepadConfig.Reset()
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state.SceneManager.GoTo(NewTitleScene())
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}
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if s.buttonStates == nil {
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s.buttonStates = make([]string, len(gamepadStdButtons))
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}
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for i, b := range gamepadStdButtons {
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if i < s.currentIndex {
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s.buttonStates[i] = strings.ToUpper(state.Input.gamepadConfig.Name(b))
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continue
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}
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if s.currentIndex == i {
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s.buttonStates[i] = "_"
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continue
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}
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s.buttonStates[i] = ""
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}
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if 0 < s.countAfterSetting {
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s.countAfterSetting--
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if s.countAfterSetting <= 0 {
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state.SceneManager.GoTo(NewTitleScene())
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}
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return nil
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}
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b := gamepadStdButtons[s.currentIndex]
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if state.Input.gamepadConfig.Scan(0, b) {
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s.currentIndex++
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if s.currentIndex == len(gamepadStdButtons) {
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s.countAfterSetting = 60
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}
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}
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return nil
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}
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func (s *GamepadScene) Draw(screen *ebiten.Image) error {
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screen.Fill(color.Black)
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if s.buttonStates == nil {
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return nil
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}
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f := `GAMEPAD CONFIGURATION
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(PRESS ESC TO CANCEL)
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MOVE LEFT: %s
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MOVE RIGHT: %s
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DROP: %s
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ROTATE LEFT: %s
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ROTATE RIGHT: %s
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%s`
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msg := ""
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if s.currentIndex == len(gamepadStdButtons) {
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msg = "OK!"
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}
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str := fmt.Sprintf(f, s.buttonStates[0], s.buttonStates[1], s.buttonStates[2], s.buttonStates[3], s.buttonStates[4], msg)
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if err := internal.ArcadeFont.DrawTextWithShadow(screen, str, 16, 16, 1, color.White); err != nil {
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return err
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}
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return nil
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}
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@ -238,6 +238,7 @@ func (s *GameScene) Update(state *GameState) error {
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s.field.Update()
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if s.gameover {
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// TODO: Gamepad key?
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if state.Input.StateForKey(ebiten.KeySpace) == 1 {
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state.SceneManager.GoTo(NewTitleScene())
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}
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@ -263,23 +264,23 @@ func (s *GameScene) Update(state *GameState) error {
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piece := s.currentPiece
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x := s.currentPieceX
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y := s.currentPieceY
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if state.Input.StateForKey(ebiten.KeySpace) == 1 || state.Input.StateForKey(ebiten.KeyX) == 1 {
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if state.Input.IsRotateRightTrigger() {
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s.currentPieceAngle = s.field.RotatePieceRight(piece, x, y, angle)
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moved = angle != s.currentPieceAngle
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}
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if state.Input.StateForKey(ebiten.KeyZ) == 1 {
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if state.Input.IsRotateLeftTrigger() {
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s.currentPieceAngle = s.field.RotatePieceLeft(piece, x, y, angle)
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moved = angle != s.currentPieceAngle
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}
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if l := state.Input.StateForKey(ebiten.KeyLeft); l == 1 || (10 <= l && l%2 == 0) {
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if l := state.Input.StateForLeft(); l == 1 || (10 <= l && l%2 == 0) {
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s.currentPieceX = s.field.MovePieceToLeft(piece, x, y, angle)
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moved = x != s.currentPieceX
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}
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if r := state.Input.StateForKey(ebiten.KeyRight); r == 1 || (10 <= r && r%2 == 0) {
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if r := state.Input.StateForRight(); r == 1 || (10 <= r && r%2 == 0) {
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s.currentPieceX = s.field.MovePieceToRight(piece, x, y, angle)
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moved = y != s.currentPieceX
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}
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if d := state.Input.StateForKey(ebiten.KeyDown); (d-1)%2 == 0 {
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if d := state.Input.StateForDown(); (d-1)%2 == 0 {
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s.currentPieceY = s.field.DropPiece(piece, x, y, angle)
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moved = y != s.currentPieceY
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if moved {
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@ -303,7 +304,7 @@ func (s *GameScene) Update(state *GameState) error {
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if moved {
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s.landingCount = 0
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} else if !s.field.Flushing() && !s.field.PieceDroppable(piece, s.currentPieceX, s.currentPieceY, angle) {
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if 0 < state.Input.StateForKey(ebiten.KeyDown) {
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if 0 < state.Input.StateForDown() {
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s.landingCount += 10
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} else {
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s.landingCount++
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@ -16,23 +16,34 @@ package blocks
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import (
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/exp/gamepad"
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)
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type Input struct {
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keyStates [256]int
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gamepadButtonStates [4]int
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var gamepadStdButtons = []gamepad.StdButton{
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gamepad.StdButtonLL,
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gamepad.StdButtonLR,
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gamepad.StdButtonLD,
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gamepad.StdButtonRD,
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gamepad.StdButtonRR,
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}
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func NewInput() *Input {
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return &Input{}
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type Input struct {
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keyStates [256]int
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gamepadButtonStates [256]int
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gamepadStdButtonStates [16]int
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gamepadConfig gamepad.Configuration
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}
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func (i *Input) StateForKey(key ebiten.Key) int {
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return i.keyStates[key]
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}
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func (i *Input) StateForGamepadButton(button ebiten.GamepadButton) int {
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return i.gamepadButtonStates[button]
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func (i *Input) StateForGamepadButton(b ebiten.GamepadButton) int {
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return i.gamepadButtonStates[b]
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}
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func (i *Input) stateForGamepadStdButton(b gamepad.StdButton) int {
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return i.gamepadStdButtonStates[b]
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}
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func (i *Input) Update() {
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@ -52,4 +63,50 @@ func (i *Input) Update() {
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}
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i.gamepadButtonStates[b]++
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}
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for _, b := range gamepadStdButtons {
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if !i.gamepadConfig.IsButtonPressed(gamepadID, b) {
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i.gamepadStdButtonStates[b] = 0
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continue
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}
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i.gamepadStdButtonStates[b]++
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}
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}
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func (i *Input) IsRotateRightTrigger() bool {
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if i.StateForKey(ebiten.KeySpace) == 1 || i.StateForKey(ebiten.KeyX) == 1 {
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return true
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}
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return i.stateForGamepadStdButton(gamepad.StdButtonRR) == 1
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}
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func (i *Input) IsRotateLeftTrigger() bool {
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if i.StateForKey(ebiten.KeyZ) == 1 {
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return true
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}
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return i.stateForGamepadStdButton(gamepad.StdButtonRD) == 1
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}
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func (i *Input) StateForLeft() int {
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v := i.StateForKey(ebiten.KeyLeft)
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if 0 < v {
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return v
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}
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return i.stateForGamepadStdButton(gamepad.StdButtonLL)
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}
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func (i *Input) StateForRight() int {
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v := i.StateForKey(ebiten.KeyRight)
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if 0 < v {
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return v
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}
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return i.stateForGamepadStdButton(gamepad.StdButtonLR)
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}
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func (i *Input) StateForDown() int {
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v := i.StateForKey(ebiten.KeyDown)
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if 0 < v {
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return v
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}
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return i.stateForGamepadStdButton(gamepad.StdButtonLD)
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}
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@ -67,10 +67,38 @@ func NewTitleScene() *TitleScene {
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}
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}
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func anyGamepadStdButtonPressed(i *Input) bool {
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for _, b := range gamepadStdButtons {
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if i.gamepadConfig.IsButtonPressed(0, b) {
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return true
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}
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}
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return false
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}
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func anyGamepadButtonPressed(i *Input) bool {
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bn := ebiten.GamepadButton(ebiten.GamepadButtonNum(0))
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for b := ebiten.GamepadButton(0); b < bn; b++ {
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if i.StateForGamepadButton(b) == 1 {
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return true
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}
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}
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return false
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}
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func (s *TitleScene) Update(state *GameState) error {
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s.count++
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if state.Input.StateForKey(ebiten.KeySpace) == 1 {
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state.SceneManager.GoTo(NewGameScene())
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return nil
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}
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if anyGamepadStdButtonPressed(state.Input) {
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state.SceneManager.GoTo(NewGameScene())
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return nil
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}
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if anyGamepadButtonPressed(state.Input) {
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state.SceneManager.GoTo(NewGamepadScene())
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return nil
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}
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return nil
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}
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@ -86,7 +114,10 @@ func (s *TitleScene) Draw(r *ebiten.Image) error {
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message := "PRESS SPACE TO START"
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x := (ScreenWidth - internal.ArcadeFont.TextWidth(message)) / 2
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y := ScreenHeight - 48
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return internal.ArcadeFont.DrawTextWithShadow(r, message, x, y, 1, color.NRGBA{0x80, 0, 0, 0xff})
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if err := internal.ArcadeFont.DrawTextWithShadow(r, message, x, y, 1, color.NRGBA{0x80, 0, 0, 0xff}); err != nil {
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return err
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}
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return nil
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}
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func (s *TitleScene) drawTitleBackground(r *ebiten.Image, c int) error {
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170
exp/gamepad/gamepad.go
Normal file
170
exp/gamepad/gamepad.go
Normal file
@ -0,0 +1,170 @@
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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 gamepad offers abstract gamepad buttons and configuration.
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package gamepad
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten"
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)
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// A StdButton represents a standard gamepad button.
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// See also: http://www.w3.org/TR/gamepad/
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// [UL0] [UR0]
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// [UL1] [UR1]
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//
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// [LU] [CC] [RU]
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// [LL][LR] [CL][CR] [RL][RR]
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// [LD] [RD]
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// [AL] [AR]
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type StdButton int
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const (
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StdButtonNone StdButton = iota
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StdButtonLL
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StdButtonLR
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StdButtonLU
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StdButtonLD
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StdButtonCL
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StdButtonCC
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StdButtonCR
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StdButtonRL
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StdButtonRR
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StdButtonRU
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StdButtonRD
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StdButtonUL0
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StdButtonUL1
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StdButtonUR0
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StdButtonUR1
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StdButtonAL
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StdButtonAR
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)
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const threshold = 0.75
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type axis struct {
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id int
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positive bool
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}
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type Configuration struct {
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current StdButton
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buttons map[StdButton]ebiten.GamepadButton
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axes map[StdButton]axis
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assignedButtons map[ebiten.GamepadButton]struct{}
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assignedAxes map[axis]struct{}
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}
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func (c *Configuration) initializeIfNeeded() {
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if c.buttons == nil {
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c.buttons = map[StdButton]ebiten.GamepadButton{}
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}
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if c.axes == nil {
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c.axes = map[StdButton]axis{}
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}
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if c.assignedButtons == nil {
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c.assignedButtons = map[ebiten.GamepadButton]struct{}{}
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}
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if c.assignedAxes == nil {
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c.assignedAxes = map[axis]struct{}{}
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}
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}
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func (c *Configuration) Reset() {
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c.buttons = nil
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c.axes = nil
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c.assignedButtons = nil
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c.assignedAxes = nil
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}
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func (c *Configuration) Scan(index int, b StdButton) bool {
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c.initializeIfNeeded()
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delete(c.buttons, b)
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delete(c.axes, b)
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ebn := ebiten.GamepadButton(ebiten.GamepadButtonNum(index))
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for eb := ebiten.GamepadButton(0); eb < ebn; eb++ {
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if _, ok := c.assignedButtons[eb]; ok {
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continue
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}
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if ebiten.IsGamepadButtonPressed(index, eb) {
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c.buttons[b] = eb
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c.assignedButtons[eb] = struct{}{}
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return true
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}
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}
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an := ebiten.GamepadAxisNum(index)
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for a := 0; a < an; a++ {
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v := ebiten.GamepadAxis(index, a)
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// Check v <= 1.0 because there is a bug that a button returns an axis value wrongly and the value may be over 1.
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if threshold <= v && v <= 1.0 {
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if _, ok := c.assignedAxes[axis{a, true}]; !ok {
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c.axes[b] = axis{a, true}
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c.assignedAxes[axis{a, true}] = struct{}{}
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return true
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}
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}
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if -1.0 <= v && v <= -threshold {
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if _, ok := c.assignedAxes[axis{a, false}]; !ok {
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c.axes[b] = axis{a, false}
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c.assignedAxes[axis{a, false}] = struct{}{}
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return true
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}
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}
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}
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return false
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}
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func (c *Configuration) IsButtonPressed(id int, b StdButton) bool {
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c.initializeIfNeeded()
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bb, ok := c.buttons[b]
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if ok {
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return ebiten.IsGamepadButtonPressed(0, bb)
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}
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a, ok := c.axes[b]
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if ok {
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v := ebiten.GamepadAxis(0, a.id)
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if a.positive {
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return threshold <= v && v <= 1.0
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} else {
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return -1.0 <= v && v <= -threshold
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}
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}
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return false
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}
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func (c *Configuration) Name(b StdButton) string {
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c.initializeIfNeeded()
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bb, ok := c.buttons[b]
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if ok {
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return fmt.Sprintf("Button %d", bb)
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}
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a, ok := c.axes[b]
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if ok {
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if a.positive {
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return fmt.Sprintf("Axis %d+", a.id)
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} else {
|
||||
return fmt.Sprintf("Axis %d-", a.id)
|
||||
}
|
||||
}
|
||||
|
||||
return ""
|
||||
}
|
Loading…
Reference in New Issue
Block a user