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ebiten: Add GamepadAxisValue replacing GamepadAxis
Updates #1718 Closes #1719
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bd5cc145df
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dbcb220742
15
input.go
15
input.go
@ -169,13 +169,20 @@ func GamepadAxisNum(id GamepadID) int {
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return uiDriver().Input().GamepadAxisNum(id)
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}
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// GamepadAxisValue returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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//
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// GamepadAxisValue is concurrent-safe.
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//
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// GamepadAxisValue always returns 0 on iOS.
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func GamepadAxisValue(id GamepadID, axis int) float64 {
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return uiDriver().Input().GamepadAxisValue(id, axis)
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}
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// GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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//
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// GamepadAxis is concurrent-safe.
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//
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// GamepadAxis always returns 0 on iOS.
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// Deprecated: as of v2.2. Use GamepadAxisValue instead.
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func GamepadAxis(id GamepadID, axis int) float64 {
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return uiDriver().Input().GamepadAxis(id, axis)
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return GamepadAxisValue(id, axis)
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}
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// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
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@ -25,7 +25,7 @@ type Input interface {
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CursorPosition() (x, y int)
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GamepadSDLID(id GamepadID) string
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GamepadName(id GamepadID) string
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GamepadAxis(id GamepadID, axis int) float64
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GamepadAxisValue(id GamepadID, axis int) float64
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GamepadAxisNum(id GamepadID) int
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GamepadButtonNum(id GamepadID) int
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IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool
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@ -121,7 +121,7 @@ func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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return i.gamepads[id].axisNum
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}
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func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
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func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
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if !i.ui.isRunning() {
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return 0
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}
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@ -129,7 +129,7 @@ func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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return g.axisNum
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}
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func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
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func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
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g, ok := i.gamepads[id]
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if !ok {
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return 0
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@ -87,7 +87,7 @@ func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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return 0
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}
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func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
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func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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