ebiten/examples/blocks/blocks/gamepadscene.go

108 lines
2.4 KiB
Go

// 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)
}