// Copyright 2015 Hajime Hoshi // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // +build example jsgo package main import ( "fmt" "log" "sort" "strconv" "strings" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/hajimehoshi/ebiten/v2/inpututil" ) const ( screenWidth = 640 screenHeight = 480 ) type Game struct { gamepadIDs map[int]struct{} axes map[int][]string pressedButtons map[int][]string } func (g *Game) Update() error { if g.gamepadIDs == nil { g.gamepadIDs = map[int]struct{}{} } // Log the gamepad connection events. for _, id := range inpututil.JustConnectedGamepadIDs() { log.Printf("gamepad connected: id: %d", id) g.gamepadIDs[id] = struct{}{} } for id := range g.gamepadIDs { if inpututil.IsGamepadJustDisconnected(id) { log.Printf("gamepad disconnected: id: %d", id) delete(g.gamepadIDs, id) } } g.axes = map[int][]string{} g.pressedButtons = map[int][]string{} for id := range g.gamepadIDs { maxAxis := ebiten.GamepadAxisNum(id) for a := 0; a < maxAxis; a++ { v := ebiten.GamepadAxis(id, a) g.axes[id] = append(g.axes[id], fmt.Sprintf("%d:%0.2f", a, v)) } maxButton := ebiten.GamepadButton(ebiten.GamepadButtonNum(id)) for b := ebiten.GamepadButton(id); b < maxButton; b++ { if ebiten.IsGamepadButtonPressed(id, b) { g.pressedButtons[id] = append(g.pressedButtons[id], strconv.Itoa(int(b))) } // Log button events. if inpututil.IsGamepadButtonJustPressed(id, b) { log.Printf("button pressed: id: %d, button: %d", id, b) } if inpututil.IsGamepadButtonJustReleased(id, b) { log.Printf("button released: id: %d, button: %d", id, b) } } } return nil } func (g *Game) Draw(screen *ebiten.Image) { // Draw the current gamepad status. str := "" if len(g.gamepadIDs) > 0 { ids := make([]int, 0, len(g.gamepadIDs)) for id := range g.gamepadIDs { ids = append(ids, id) } sort.Ints(ids) for id := range ids { str += fmt.Sprintf("Gamepad (ID: %d, SDL ID: %s):\n", id, ebiten.GamepadSDLID(id)) str += fmt.Sprintf(" Axes: %s\n", strings.Join(g.axes[id], ", ")) str += fmt.Sprintf(" Buttons: %s\n", strings.Join(g.pressedButtons[id], ", ")) str += "\n" } } else { str = "Please connect your gamepad." } ebitenutil.DebugPrint(screen, str) } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func main() { ebiten.SetWindowSize(screenWidth, screenHeight) ebiten.SetWindowTitle("Gamepad (Ebiten Demo)") if err := ebiten.RunGame(&Game{}); err != nil { log.Fatal(err) } }