// 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 gamepad offers abstract gamepad buttons and configuration. package gamepad import ( "fmt" "github.com/hajimehoshi/ebiten" ) // A StdButton represents a standard gamepad button. // See also: http://www.w3.org/TR/gamepad/ // [UL0] [UR0] // [UL1] [UR1] // // [LU] [CC] [RU] // [LL][LR] [CL][CR] [RL][RR] // [LD] [RD] // [AL] [AR] type StdButton int const ( StdButtonNone StdButton = iota StdButtonLL StdButtonLR StdButtonLU StdButtonLD StdButtonCL StdButtonCC StdButtonCR StdButtonRL StdButtonRR StdButtonRU StdButtonRD StdButtonUL0 StdButtonUL1 StdButtonUR0 StdButtonUR1 StdButtonAL StdButtonAR ) const threshold = 0.75 type axis struct { id int positive bool } type Configuration struct { current StdButton buttons map[StdButton]ebiten.GamepadButton axes map[StdButton]axis assignedButtons map[ebiten.GamepadButton]struct{} assignedAxes map[axis]struct{} } func (c *Configuration) initializeIfNeeded() { if c.buttons == nil { c.buttons = map[StdButton]ebiten.GamepadButton{} } if c.axes == nil { c.axes = map[StdButton]axis{} } if c.assignedButtons == nil { c.assignedButtons = map[ebiten.GamepadButton]struct{}{} } if c.assignedAxes == nil { c.assignedAxes = map[axis]struct{}{} } } func (c *Configuration) Reset() { c.buttons = nil c.axes = nil c.assignedButtons = nil c.assignedAxes = nil } func (c *Configuration) Scan(index int, b StdButton) bool { c.initializeIfNeeded() delete(c.buttons, b) delete(c.axes, b) ebn := ebiten.GamepadButton(ebiten.GamepadButtonNum(index)) for eb := ebiten.GamepadButton(0); eb < ebn; eb++ { if _, ok := c.assignedButtons[eb]; ok { continue } if ebiten.IsGamepadButtonPressed(index, eb) { c.buttons[b] = eb c.assignedButtons[eb] = struct{}{} return true } } an := ebiten.GamepadAxisNum(index) for a := 0; a < an; a++ { v := ebiten.GamepadAxis(index, a) // Check v <= 1.0 because there is a bug that a button returns an axis value wrongly and the value may be over 1. if threshold <= v && v <= 1.0 { if _, ok := c.assignedAxes[axis{a, true}]; !ok { c.axes[b] = axis{a, true} c.assignedAxes[axis{a, true}] = struct{}{} return true } } if -1.0 <= v && v <= -threshold { if _, ok := c.assignedAxes[axis{a, false}]; !ok { c.axes[b] = axis{a, false} c.assignedAxes[axis{a, false}] = struct{}{} return true } } } return false } func (c *Configuration) IsButtonPressed(id int, b StdButton) bool { c.initializeIfNeeded() bb, ok := c.buttons[b] if ok { return ebiten.IsGamepadButtonPressed(0, bb) } a, ok := c.axes[b] if ok { v := ebiten.GamepadAxis(0, a.id) if a.positive { return threshold <= v && v <= 1.0 } else { return -1.0 <= v && v <= -threshold } } return false } func (c *Configuration) Name(b StdButton) string { c.initializeIfNeeded() bb, ok := c.buttons[b] if ok { return fmt.Sprintf("Button %d", bb) } a, ok := c.axes[b] if ok { if a.positive { return fmt.Sprintf("Axis %d+", a.id) } else { return fmt.Sprintf("Axis %d-", a.id) } } return "" }