// 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. package blocks import ( "fmt" "image/color" "strings" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/inpututil" ) type GamepadScene struct { gamepadID ebiten.GamepadID currentIndex int countAfterSetting int buttonStates []string } func (s *GamepadScene) Update(state *GameState) error { if s.currentIndex == 0 { state.Input.gamepadConfig.Reset() } if inpututil.IsKeyJustPressed(ebiten.KeyEscape) { state.Input.gamepadConfig.Reset() state.Input.gamepadConfig.ResetGamepadID() state.SceneManager.GoTo(&TitleScene{}) return nil } if s.buttonStates == nil { s.buttonStates = make([]string, len(virtualGamepadButtons)) } for i, b := range virtualGamepadButtons { if i < s.currentIndex { s.buttonStates[i] = strings.ToUpper(state.Input.gamepadConfig.ButtonName(b)) continue } if s.currentIndex == i { s.buttonStates[i] = "_" continue } s.buttonStates[i] = "" } if 0 < s.countAfterSetting { s.countAfterSetting-- if s.countAfterSetting <= 0 { state.SceneManager.GoTo(&TitleScene{}) } return nil } b := virtualGamepadButtons[s.currentIndex] if state.Input.gamepadConfig.Scan(b) { s.currentIndex++ if s.currentIndex == len(virtualGamepadButtons) { s.countAfterSetting = ebiten.MaxTPS() } } return nil } func (s *GamepadScene) Draw(screen *ebiten.Image) { screen.Fill(color.Black) if s.buttonStates == nil { return } f := `GAMEPAD CONFIGURATION (PRESS ESC TO CANCEL) MOVE LEFT: %s MOVE RIGHT: %s DROP: %s ROTATE LEFT: %s ROTATE RIGHT: %s %s` msg := "" if s.currentIndex == len(virtualGamepadButtons) { msg = "OK!" } str := fmt.Sprintf(f, s.buttonStates[0], s.buttonStates[1], s.buttonStates[2], s.buttonStates[3], s.buttonStates[4], msg) drawTextWithShadow(screen, str, 16, 16, 1, color.White) }