internal/gamepad: rename functions *Num -> *Count

This commit is contained in:
Hajime Hoshi 2022-02-02 02:01:46 +09:00
parent a8576008f0
commit ea39fca10c
5 changed files with 22 additions and 22 deletions

View File

@ -183,28 +183,28 @@ func (g *Gamepad) SDLID() string {
return g.sdlID
}
// AxisNum is concurrent-safe.
func (g *Gamepad) AxisNum() int {
// AxisCount is concurrent-safe.
func (g *Gamepad) AxisCount() int {
g.m.Lock()
defer g.m.Unlock()
return g.nativeGamepad.axisNum()
return g.nativeGamepad.axisCount()
}
// ButtonNum is concurrent-safe.
func (g *Gamepad) ButtonNum() int {
// ButtonCount is concurrent-safe.
func (g *Gamepad) ButtonCount() int {
g.m.Lock()
defer g.m.Unlock()
return g.nativeGamepad.buttonNum()
return g.nativeGamepad.buttonCount()
}
// HatNum is concurrent-safe.
func (g *Gamepad) HatNum() int {
// HatCount is concurrent-safe.
func (g *Gamepad) HatCount() int {
g.m.Lock()
defer g.m.Unlock()
return g.nativeGamepad.hatNum()
return g.nativeGamepad.hatCount()
}
// Axis is concurrent-safe.

View File

@ -396,15 +396,15 @@ func (g *nativeGamepad) hasOwnStandardLayoutMapping() bool {
return false
}
func (g *nativeGamepad) axisNum() int {
func (g *nativeGamepad) axisCount() int {
return len(g.axisValues)
}
func (g *nativeGamepad) buttonNum() int {
func (g *nativeGamepad) buttonCount() int {
return len(g.buttonValues)
}
func (g *nativeGamepad) hatNum() int {
func (g *nativeGamepad) hatCount() int {
return len(g.hatValues)
}

View File

@ -111,15 +111,15 @@ func (g *nativeGamepad) update(gamepads *gamepads) error {
return nil
}
func (g *nativeGamepad) axisNum() int {
func (g *nativeGamepad) axisCount() int {
return g.value.Get("axes").Length()
}
func (g *nativeGamepad) buttonNum() int {
func (g *nativeGamepad) buttonCount() int {
return g.value.Get("buttons").Length()
}
func (g *nativeGamepad) hatNum() int {
func (g *nativeGamepad) hatCount() int {
return 0
}

View File

@ -666,21 +666,21 @@ func (g *nativeGamepad) update(gamepads *gamepads) (err error) {
return nil
}
func (g *nativeGamepad) axisNum() int {
func (g *nativeGamepad) axisCount() int {
if g.usesDInput() {
return len(g.dinputAxes)
}
return 6
}
func (g *nativeGamepad) buttonNum() int {
func (g *nativeGamepad) buttonCount() int {
if g.usesDInput() {
return len(g.dinputButtons)
}
return len(xinputButtons)
}
func (g *nativeGamepad) hatNum() int {
func (g *nativeGamepad) hatCount() int {
if g.usesDInput() {
return len(g.dinputHats)
}

View File

@ -56,7 +56,7 @@ func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
if g == nil {
return 0
}
return g.AxisNum()
return g.AxisCount()
}
func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
@ -74,7 +74,7 @@ func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
}
// For backward compatibility, hats are treated as buttons in GLFW.
return g.ButtonNum() + g.HatNum()*4
return g.ButtonCount() + g.HatCount()*4
}
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
@ -83,13 +83,13 @@ func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.Gamepa
return false
}
nbuttons := g.ButtonNum()
nbuttons := g.ButtonCount()
if int(button) < nbuttons {
return g.Button(int(button))
}
// For backward compatibility, hats are treated as buttons in GLFW.
if hat := (int(button) - nbuttons) / 4; hat < g.HatNum() {
if hat := (int(button) - nbuttons) / 4; hat < g.HatCount() {
dir := (int(button) - nbuttons) % 4
return g.Hat(hat)&(1<<dir) != 0
}