ebiten: Rename HasGamepadStandardLayoutMapping -> IsStandardGamepadLayoutAvailable

Updates #1557
This commit is contained in:
Hajime Hoshi 2021-07-20 02:46:09 +09:00
parent 51f83b1527
commit f192971080
6 changed files with 11 additions and 11 deletions

View File

@ -83,7 +83,7 @@ func (g *Game) Update() error {
} }
} }
if ebiten.HasGamepadStandardLayoutMapping(id) { if ebiten.IsStandardGamepadLayoutAvailable(id) {
for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ { for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
// Log button events. // Log button events.
if inpututil.IsStandardGamepadButtonJustPressed(id, b) { if inpututil.IsStandardGamepadButtonJustPressed(id, b) {
@ -214,13 +214,13 @@ func (g *Game) Draw(screen *ebiten.Image) {
}) })
for _, id := range ids { for _, id := range ids {
var standard string var standard string
if ebiten.HasGamepadStandardLayoutMapping(id) { if ebiten.IsStandardGamepadLayoutAvailable(id) {
standard = " (Standard Layout)" standard = " (Standard Layout)"
} }
str += fmt.Sprintf("Gamepad (ID: %d, SDL ID: %s)%s:\n", id, ebiten.GamepadSDLID(id), standard) str += fmt.Sprintf("Gamepad (ID: %d, SDL ID: %s)%s:\n", id, ebiten.GamepadSDLID(id), standard)
str += fmt.Sprintf(" Axes: %s\n", strings.Join(g.axes[id], ", ")) str += fmt.Sprintf(" Axes: %s\n", strings.Join(g.axes[id], ", "))
str += fmt.Sprintf(" Buttons: %s\n", strings.Join(g.pressedButtons[id], ", ")) str += fmt.Sprintf(" Buttons: %s\n", strings.Join(g.pressedButtons[id], ", "))
if ebiten.HasGamepadStandardLayoutMapping(id) { if ebiten.IsStandardGamepadLayoutAvailable(id) {
str += "\n" str += "\n"
str += standardMap(id) str += standardMap(id)
str += "\n" str += "\n"

View File

@ -227,11 +227,11 @@ func IsStandardGamepadButtonPressed(id GamepadID, button StandardGamepadButton)
return uiDriver().Input().IsStandardGamepadButtonPressed(id, button) return uiDriver().Input().IsStandardGamepadButtonPressed(id, button)
} }
// HasGamepadStandardLayoutMapping reports whether the gamepad (id) has the standard gamepad layout. // IsStandardGamepadLayoutAvailable reports whether the gamepad (id) has the standard gamepad layout.
// //
// HasGamepadStandardLayoutMapping is concurrent-safe. // IsStandardGamepadLayoutAvailable is concurrent-safe.
func HasGamepadStandardLayoutMapping(id GamepadID) bool { func IsStandardGamepadLayoutAvailable(id GamepadID) bool {
return uiDriver().Input().HasGamepadStandardLayoutMapping(id) return uiDriver().Input().IsStandardGamepadLayoutAvailable(id)
} }
// TouchID represents a touch's identifier. // TouchID represents a touch's identifier.

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@ -28,11 +28,11 @@ type Input interface {
GamepadAxisValue(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
HasGamepadStandardLayoutMapping(id GamepadID) bool
IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool
IsKeyPressed(key Key) bool IsKeyPressed(key Key) bool
IsMouseButtonPressed(button MouseButton) bool IsMouseButtonPressed(button MouseButton) bool
IsStandardGamepadButtonPressed(id GamepadID, button StandardGamepadButton) bool IsStandardGamepadButtonPressed(id GamepadID, button StandardGamepadButton) bool
IsStandardGamepadLayoutAvailable(id GamepadID) bool
StandardGamepadAxisValue(id GamepadID, button StandardGamepadAxis) float64 StandardGamepadAxisValue(id GamepadID, button StandardGamepadAxis) float64
TouchPosition(id TouchID) (x, y int) TouchPosition(id TouchID) (x, y int)
Wheel() (xoff, yoff float64) Wheel() (xoff, yoff float64)

View File

@ -363,7 +363,7 @@ func (i *Input) update(window *glfw.Window, context driver.UIContext) {
} }
} }
func (i *Input) HasGamepadStandardLayoutMapping(id driver.GamepadID) bool { func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
i.ui.m.Lock() i.ui.m.Lock()
defer i.ui.m.Unlock() defer i.ui.m.Unlock()

View File

@ -487,7 +487,7 @@ func (i *Input) updateForGo2Cpp() {
} }
} }
func (i *Input) HasGamepadStandardLayoutMapping(id driver.GamepadID) bool { func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
g, ok := i.gamepads[id] g, ok := i.gamepads[id]
if !ok { if !ok {
return false return false

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@ -132,7 +132,7 @@ func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.Gamepa
return false return false
} }
func (i *Input) HasGamepadStandardLayoutMapping(id driver.GamepadID) bool { func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
// TODO: Implement this (#1557) // TODO: Implement this (#1557)
return false return false
} }