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++ {
// Log button events.
if inpututil.IsStandardGamepadButtonJustPressed(id, b) {
@ -214,13 +214,13 @@ func (g *Game) Draw(screen *ebiten.Image) {
})
for _, id := range ids {
var standard string
if ebiten.HasGamepadStandardLayoutMapping(id) {
if ebiten.IsStandardGamepadLayoutAvailable(id) {
standard = " (Standard Layout)"
}
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(" Buttons: %s\n", strings.Join(g.pressedButtons[id], ", "))
if ebiten.HasGamepadStandardLayoutMapping(id) {
if ebiten.IsStandardGamepadLayoutAvailable(id) {
str += "\n"
str += standardMap(id)
str += "\n"

View File

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

View File

@ -28,11 +28,11 @@ type Input interface {
GamepadAxisValue(id GamepadID, axis int) float64
GamepadAxisNum(id GamepadID) int
GamepadButtonNum(id GamepadID) int
HasGamepadStandardLayoutMapping(id GamepadID) bool
IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool
IsKeyPressed(key Key) bool
IsMouseButtonPressed(button MouseButton) bool
IsStandardGamepadButtonPressed(id GamepadID, button StandardGamepadButton) bool
IsStandardGamepadLayoutAvailable(id GamepadID) bool
StandardGamepadAxisValue(id GamepadID, button StandardGamepadAxis) float64
TouchPosition(id TouchID) (x, y int)
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()
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]
if !ok {
return false

View File

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