// Copyright 2022 The Ebiten Authors // // 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. //go:build !darwin && !js && !linux && !windows // +build !darwin,!js,!linux,!windows package gamepad import ( "time" "github.com/hajimehoshi/ebiten/v2/internal/gamepaddb" ) type nativeGamepadsImpl struct{} func newNativeGamepadsImpl() nativeGamepads { return &nativeGamepadsImpl{} } func (*nativeGamepadsImpl) init(gamepads *gamepads) error { return nil } func (*nativeGamepadsImpl) update(gamepads *gamepads) error { return nil } type nativeGamepadImpl struct{} func (*nativeGamepadImpl) update(gamepad *gamepads) error { return nil } func (*nativeGamepadImpl) hasOwnStandardLayoutMapping() bool { return false } func (*nativeGamepadImpl) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool { return false } func (*nativeGamepadImpl) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool { return false } func (*nativeGamepadImpl) axisCount() int { return 0 } func (*nativeGamepadImpl) buttonCount() int { return 0 } func (*nativeGamepadImpl) hatCount() int { return 0 } func (*nativeGamepadImpl) axisValue(axis int) float64 { return 0 } func (*nativeGamepadImpl) isButtonPressed(button int) bool { return false } func (*nativeGamepadImpl) buttonValue(button int) float64 { panic("gamepad: buttonValue is not implemented") } func (*nativeGamepadImpl) hatState(hat int) int { return hatCentered } func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) { }