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internal/gamepad: add gamepad_null.go
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@ -12,9 +12,6 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build (darwin && !ios) || js || windows
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// +build darwin,!ios js windows
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package gamepad
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import (
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76
internal/gamepad/gamepad_null.go
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76
internal/gamepad/gamepad_null.go
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@ -0,0 +1,76 @@
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// Copyright 2022 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build (!darwin || ios) && !js && !windows
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// +build !darwin ios
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// +build !js
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// +build !windows
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package gamepad
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import (
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"time"
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)
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type nativeGamepads struct{}
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func (*nativeGamepads) init(gamepads *gamepads) error {
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return nil
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}
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func (*nativeGamepads) update(gamepads *gamepads) error {
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return nil
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}
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type nativeGamepad struct{}
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func (*nativeGamepad) update(gamepad *gamepads) error {
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return nil
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}
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func (*nativeGamepad) hasOwnStandardLayoutMapping() bool {
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return false
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}
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func (*nativeGamepad) axisCount() int {
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return 0
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}
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func (*nativeGamepad) buttonCount() int {
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return 0
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}
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func (*nativeGamepad) hatCount() int {
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return 0
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}
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func (*nativeGamepad) axisValue(axis int) float64 {
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return 0
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}
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func (*nativeGamepad) isButtonPressed(button int) bool {
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return false
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}
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func (*nativeGamepad) buttonValue(button int) float64 {
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panic("gamepad: buttonValue is not implemented")
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}
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func (*nativeGamepad) hatState(hat int) int {
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return hatCentered
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}
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func (g *nativeGamepad) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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// TODO: Implement this (#1452)
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}
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