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ebiten: Rename HasGamepadStandardLayoutMapping -> IsStandardGamepadLayoutAvailable
Updates #1557
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51f83b1527
commit
f192971080
@ -83,7 +83,7 @@ func (g *Game) Update() error {
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}
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}
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if ebiten.HasGamepadStandardLayoutMapping(id) {
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if ebiten.IsStandardGamepadLayoutAvailable(id) {
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for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
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// Log button events.
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if inpututil.IsStandardGamepadButtonJustPressed(id, b) {
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@ -214,13 +214,13 @@ func (g *Game) Draw(screen *ebiten.Image) {
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})
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for _, id := range ids {
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var standard string
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if ebiten.HasGamepadStandardLayoutMapping(id) {
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if ebiten.IsStandardGamepadLayoutAvailable(id) {
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standard = " (Standard Layout)"
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}
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str += fmt.Sprintf("Gamepad (ID: %d, SDL ID: %s)%s:\n", id, ebiten.GamepadSDLID(id), standard)
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str += fmt.Sprintf(" Axes: %s\n", strings.Join(g.axes[id], ", "))
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str += fmt.Sprintf(" Buttons: %s\n", strings.Join(g.pressedButtons[id], ", "))
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if ebiten.HasGamepadStandardLayoutMapping(id) {
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if ebiten.IsStandardGamepadLayoutAvailable(id) {
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str += "\n"
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str += standardMap(id)
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str += "\n"
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8
input.go
8
input.go
@ -227,11 +227,11 @@ func IsStandardGamepadButtonPressed(id GamepadID, button StandardGamepadButton)
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return uiDriver().Input().IsStandardGamepadButtonPressed(id, button)
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}
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// HasGamepadStandardLayoutMapping reports whether the gamepad (id) has the standard gamepad layout.
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// IsStandardGamepadLayoutAvailable reports whether the gamepad (id) has the standard gamepad layout.
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//
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// HasGamepadStandardLayoutMapping is concurrent-safe.
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func HasGamepadStandardLayoutMapping(id GamepadID) bool {
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return uiDriver().Input().HasGamepadStandardLayoutMapping(id)
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// IsStandardGamepadLayoutAvailable is concurrent-safe.
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func IsStandardGamepadLayoutAvailable(id GamepadID) bool {
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return uiDriver().Input().IsStandardGamepadLayoutAvailable(id)
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}
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// TouchID represents a touch's identifier.
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@ -28,11 +28,11 @@ type Input interface {
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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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HasGamepadStandardLayoutMapping(id GamepadID) bool
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IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool
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IsKeyPressed(key Key) bool
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IsMouseButtonPressed(button MouseButton) bool
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IsStandardGamepadButtonPressed(id GamepadID, button StandardGamepadButton) bool
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IsStandardGamepadLayoutAvailable(id GamepadID) bool
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StandardGamepadAxisValue(id GamepadID, button StandardGamepadAxis) float64
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TouchPosition(id TouchID) (x, y int)
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Wheel() (xoff, yoff float64)
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@ -363,7 +363,7 @@ func (i *Input) update(window *glfw.Window, context driver.UIContext) {
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}
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}
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func (i *Input) HasGamepadStandardLayoutMapping(id driver.GamepadID) bool {
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func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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@ -487,7 +487,7 @@ func (i *Input) updateForGo2Cpp() {
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}
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}
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func (i *Input) HasGamepadStandardLayoutMapping(id driver.GamepadID) bool {
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func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
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g, ok := i.gamepads[id]
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if !ok {
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return false
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@ -132,7 +132,7 @@ func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.Gamepa
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return false
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}
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func (i *Input) HasGamepadStandardLayoutMapping(id driver.GamepadID) bool {
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func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
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// TODO: Implement this (#1557)
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return false
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}
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