mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
ebiten: Add GamepadAxisValue replacing GamepadAxis
Updates #1718 Closes #1719
This commit is contained in:
parent
bd5cc145df
commit
dbcb220742
15
input.go
15
input.go
@ -169,13 +169,20 @@ func GamepadAxisNum(id GamepadID) int {
|
|||||||
return uiDriver().Input().GamepadAxisNum(id)
|
return uiDriver().Input().GamepadAxisNum(id)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// GamepadAxisValue returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
|
||||||
|
//
|
||||||
|
// GamepadAxisValue is concurrent-safe.
|
||||||
|
//
|
||||||
|
// GamepadAxisValue always returns 0 on iOS.
|
||||||
|
func GamepadAxisValue(id GamepadID, axis int) float64 {
|
||||||
|
return uiDriver().Input().GamepadAxisValue(id, axis)
|
||||||
|
}
|
||||||
|
|
||||||
// GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
|
// GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
|
||||||
//
|
//
|
||||||
// GamepadAxis is concurrent-safe.
|
// Deprecated: as of v2.2. Use GamepadAxisValue instead.
|
||||||
//
|
|
||||||
// GamepadAxis always returns 0 on iOS.
|
|
||||||
func GamepadAxis(id GamepadID, axis int) float64 {
|
func GamepadAxis(id GamepadID, axis int) float64 {
|
||||||
return uiDriver().Input().GamepadAxis(id, axis)
|
return GamepadAxisValue(id, axis)
|
||||||
}
|
}
|
||||||
|
|
||||||
// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
|
// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
|
||||||
|
@ -25,7 +25,7 @@ type Input interface {
|
|||||||
CursorPosition() (x, y int)
|
CursorPosition() (x, y int)
|
||||||
GamepadSDLID(id GamepadID) string
|
GamepadSDLID(id GamepadID) string
|
||||||
GamepadName(id GamepadID) string
|
GamepadName(id GamepadID) string
|
||||||
GamepadAxis(id GamepadID, axis int) float64
|
GamepadAxisValue(id GamepadID, axis int) float64
|
||||||
GamepadAxisNum(id GamepadID) int
|
GamepadAxisNum(id GamepadID) int
|
||||||
GamepadButtonNum(id GamepadID) int
|
GamepadButtonNum(id GamepadID) int
|
||||||
IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool
|
IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool
|
||||||
|
@ -121,7 +121,7 @@ func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
|
|||||||
return i.gamepads[id].axisNum
|
return i.gamepads[id].axisNum
|
||||||
}
|
}
|
||||||
|
|
||||||
func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
|
func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
|
||||||
if !i.ui.isRunning() {
|
if !i.ui.isRunning() {
|
||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
|
@ -129,7 +129,7 @@ func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
|
|||||||
return g.axisNum
|
return g.axisNum
|
||||||
}
|
}
|
||||||
|
|
||||||
func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
|
func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
|
||||||
g, ok := i.gamepads[id]
|
g, ok := i.gamepads[id]
|
||||||
if !ok {
|
if !ok {
|
||||||
return 0
|
return 0
|
||||||
|
@ -87,7 +87,7 @@ func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
|
|||||||
return 0
|
return 0
|
||||||
}
|
}
|
||||||
|
|
||||||
func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
|
func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
|
||||||
i.ui.m.RLock()
|
i.ui.m.RLock()
|
||||||
defer i.ui.m.RUnlock()
|
defer i.ui.m.RUnlock()
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user