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e7c0a121c4
This also automatically enables 'egl' when 'nintendosdk' is specified. Updates #2242
105 lines
2.4 KiB
Go
105 lines
2.4 KiB
Go
// 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 !nintendosdk
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// +build !nintendosdk
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package gamepad
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import (
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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)
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type nativeGamepadsImpl struct{}
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func newNativeGamepadsImpl() nativeGamepads {
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return &nativeGamepadsImpl{}
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}
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func (*nativeGamepadsImpl) init(gamepads *gamepads) error {
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return nil
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}
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func (*nativeGamepadsImpl) update(gamepads *gamepads) error {
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return nil
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}
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type nativeGamepadImpl struct {
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androidDeviceID int
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axes []float64
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buttons []bool
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hats []int
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}
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func (*nativeGamepadImpl) update(gamepad *gamepads) error {
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// Do nothing. The state of gamepads are given via APIs in extern_android.go.
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return nil
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}
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func (*nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
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return false
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}
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func (*nativeGamepadImpl) isStandardAxisAvailableInOwnMapping(axis gamepaddb.StandardAxis) bool {
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return false
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}
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func (*nativeGamepadImpl) isStandardButtonAvailableInOwnMapping(button gamepaddb.StandardButton) bool {
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return false
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}
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func (g *nativeGamepadImpl) axisCount() int {
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return len(g.axes)
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}
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func (g *nativeGamepadImpl) buttonCount() int {
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return len(g.buttons)
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}
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func (g *nativeGamepadImpl) hatCount() int {
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return len(g.hats)
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}
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func (g *nativeGamepadImpl) axisValue(axis int) float64 {
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if axis < 0 || axis >= len(g.axes) {
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return 0
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}
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return g.axes[axis]
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}
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func (g *nativeGamepadImpl) isButtonPressed(button int) bool {
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if button < 0 || button >= len(g.buttons) {
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return false
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}
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return g.buttons[button]
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}
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func (*nativeGamepadImpl) buttonValue(button int) float64 {
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panic("gamepad: buttonValue is not implemented")
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}
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func (g *nativeGamepadImpl) hatState(hat int) int {
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if hat < 0 || hat >= len(g.hats) {
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return 0
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}
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return g.hats[hat]
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}
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func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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// TODO: Implement this (#1452)
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}
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