mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
211 lines
4.0 KiB
Go
211 lines
4.0 KiB
Go
// 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 ebitencbackend
|
|
// +build ebitencbackend
|
|
|
|
package cbackend
|
|
|
|
import (
|
|
"time"
|
|
|
|
"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
|
|
"github.com/hajimehoshi/ebiten/v2/internal/driver"
|
|
)
|
|
|
|
func (i *Input) updateGamepads() {
|
|
i.gamepads = i.gamepads[:0]
|
|
i.gamepads = cbackend.AppendGamepads(i.gamepads)
|
|
}
|
|
|
|
func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
|
|
i.m.Lock()
|
|
defer i.m.Unlock()
|
|
|
|
for _, g := range i.gamepads {
|
|
gamepadIDs = append(gamepadIDs, g.ID)
|
|
}
|
|
return gamepadIDs
|
|
}
|
|
|
|
func (i *Input) GamepadSDLID(id driver.GamepadID) string {
|
|
return ""
|
|
}
|
|
|
|
func (i *Input) GamepadName(id driver.GamepadID) string {
|
|
return ""
|
|
}
|
|
|
|
func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
|
|
i.m.Lock()
|
|
defer i.m.Unlock()
|
|
|
|
for _, g := range i.gamepads {
|
|
if g.ID != id {
|
|
continue
|
|
}
|
|
if axis < 0 {
|
|
return 0
|
|
}
|
|
if g.AxisNum <= axis {
|
|
return 0
|
|
}
|
|
if len(g.AxisValues) <= axis {
|
|
return 0
|
|
}
|
|
return g.AxisValues[axis]
|
|
}
|
|
return 0
|
|
}
|
|
|
|
func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
|
|
i.m.Lock()
|
|
defer i.m.Unlock()
|
|
|
|
for _, g := range i.gamepads {
|
|
if g.ID != id {
|
|
continue
|
|
}
|
|
return g.AxisNum
|
|
}
|
|
return 0
|
|
}
|
|
|
|
func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
|
|
i.m.Lock()
|
|
defer i.m.Unlock()
|
|
|
|
for _, g := range i.gamepads {
|
|
if g.ID != id {
|
|
continue
|
|
}
|
|
return g.ButtonNum
|
|
}
|
|
return 0
|
|
}
|
|
|
|
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
|
|
i.m.Lock()
|
|
defer i.m.Unlock()
|
|
|
|
for _, g := range i.gamepads {
|
|
if g.ID != id {
|
|
continue
|
|
}
|
|
if button < 0 {
|
|
return false
|
|
}
|
|
if g.ButtonNum <= int(button) {
|
|
return false
|
|
}
|
|
if len(g.ButtonPressed) <= int(button) {
|
|
return false
|
|
}
|
|
return g.ButtonPressed[button]
|
|
}
|
|
return false
|
|
}
|
|
|
|
func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
|
|
i.m.Lock()
|
|
defer i.m.Unlock()
|
|
|
|
for _, g := range i.gamepads {
|
|
if g.ID != id {
|
|
continue
|
|
}
|
|
if !g.Standard {
|
|
return false
|
|
}
|
|
if button < 0 {
|
|
return false
|
|
}
|
|
if g.ButtonNum <= int(button) {
|
|
return false
|
|
}
|
|
if len(g.ButtonPressed) <= int(button) {
|
|
return false
|
|
}
|
|
return g.ButtonPressed[button]
|
|
}
|
|
return false
|
|
}
|
|
|
|
func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
|
|
i.m.Lock()
|
|
defer i.m.Unlock()
|
|
|
|
for _, g := range i.gamepads {
|
|
if g.ID != id {
|
|
continue
|
|
}
|
|
return g.Standard
|
|
}
|
|
return false
|
|
}
|
|
|
|
func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
|
|
i.m.Lock()
|
|
defer i.m.Unlock()
|
|
|
|
for _, g := range i.gamepads {
|
|
if g.ID != id {
|
|
continue
|
|
}
|
|
if !g.Standard {
|
|
return 0
|
|
}
|
|
if axis < 0 {
|
|
return 0
|
|
}
|
|
if g.AxisNum <= int(axis) {
|
|
return 0
|
|
}
|
|
if len(g.AxisValues) <= int(axis) {
|
|
return 0
|
|
}
|
|
return g.AxisValues[axis]
|
|
}
|
|
return 0
|
|
}
|
|
|
|
func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
|
|
i.m.Lock()
|
|
defer i.m.Unlock()
|
|
|
|
for _, g := range i.gamepads {
|
|
if g.ID != id {
|
|
continue
|
|
}
|
|
if !g.Standard {
|
|
return 0
|
|
}
|
|
if button < 0 {
|
|
return 0
|
|
}
|
|
if g.ButtonNum <= int(button) {
|
|
return 0
|
|
}
|
|
if len(g.ButtonValues) <= int(button) {
|
|
return 0
|
|
}
|
|
return g.ButtonValues[button]
|
|
}
|
|
return 0
|
|
}
|
|
|
|
func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
|
|
cbackend.VibrateGamepad(id, duration, strongMagnitude, weakMagnitude)
|
|
}
|