mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-28 04:38:55 +01:00
120 lines
3.2 KiB
Go
120 lines
3.2 KiB
Go
// Copyright 2015 Hajime Hoshi
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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 example
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// +build example
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package main
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import (
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"fmt"
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"log"
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"sort"
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"strconv"
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"strings"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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const (
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screenWidth = 640
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screenHeight = 480
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)
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type Game struct {
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gamepadIDs map[ebiten.GamepadID]struct{}
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axes map[ebiten.GamepadID][]string
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pressedButtons map[ebiten.GamepadID][]string
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}
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func (g *Game) Update() error {
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if g.gamepadIDs == nil {
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g.gamepadIDs = map[ebiten.GamepadID]struct{}{}
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}
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// Log the gamepad connection events.
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for _, id := range inpututil.JustConnectedGamepadIDs() {
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log.Printf("gamepad connected: id: %d", id)
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g.gamepadIDs[id] = struct{}{}
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}
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for id := range g.gamepadIDs {
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if inpututil.IsGamepadJustDisconnected(id) {
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log.Printf("gamepad disconnected: id: %d", id)
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delete(g.gamepadIDs, id)
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}
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}
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g.axes = map[ebiten.GamepadID][]string{}
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g.pressedButtons = map[ebiten.GamepadID][]string{}
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for id := range g.gamepadIDs {
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maxAxis := ebiten.GamepadAxisNum(id)
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for a := 0; a < maxAxis; a++ {
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v := ebiten.GamepadAxis(id, a)
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g.axes[id] = append(g.axes[id], fmt.Sprintf("%d:%0.2f", a, v))
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}
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maxButton := ebiten.GamepadButton(ebiten.GamepadButtonNum(id))
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for b := ebiten.GamepadButton(id); b < maxButton; b++ {
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if ebiten.IsGamepadButtonPressed(id, b) {
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g.pressedButtons[id] = append(g.pressedButtons[id], strconv.Itoa(int(b)))
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}
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// Log button events.
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if inpututil.IsGamepadButtonJustPressed(id, b) {
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log.Printf("button pressed: id: %d, button: %d", id, b)
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}
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if inpututil.IsGamepadButtonJustReleased(id, b) {
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log.Printf("button released: id: %d, button: %d", id, b)
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}
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}
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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// Draw the current gamepad status.
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str := ""
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if len(g.gamepadIDs) > 0 {
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ids := make([]ebiten.GamepadID, 0, len(g.gamepadIDs))
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for id := range g.gamepadIDs {
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ids = append(ids, id)
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}
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sort.Slice(ids, func(a, b int) bool {
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return ids[a] < ids[b]
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})
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for _, id := range ids {
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str += fmt.Sprintf("Gamepad (ID: %d, SDL ID: %s):\n", id, ebiten.GamepadSDLID(id))
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str += fmt.Sprintf(" Axes: %s\n", strings.Join(g.axes[id], ", "))
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str += fmt.Sprintf(" Buttons: %s\n", strings.Join(g.pressedButtons[id], ", "))
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str += "\n"
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}
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} else {
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str = "Please connect your gamepad."
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}
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ebitenutil.DebugPrint(screen, str)
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle("Gamepad (Ebiten Demo)")
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if err := ebiten.RunGame(&Game{}); err != nil {
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log.Fatal(err)
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}
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}
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