mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-13 22:47:26 +01:00
5b53cef59e
Closes #2325
152 lines
3.4 KiB
Go
152 lines
3.4 KiB
Go
// Copyright 2021 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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package nintendosdk
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// #cgo !darwin LDFLAGS: -Wl,-unresolved-symbols=ignore-all
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// #cgo darwin LDFLAGS: -Wl,-undefined,dynamic_lookup
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//
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// #include <stdint.h>
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//
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// struct Gamepad {
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// int id;
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// char standard;
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// int button_num;
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// int axis_num;
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// char button_pressed[32];
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// float button_values[32];
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// float axis_values[16];
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// };
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//
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// struct Touch {
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// int id;
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// int x;
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// int y;
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// };
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//
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// // UI
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// void EbitenInitializeGame();
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// void EbitenGetScreenSize(int* width, int* height);
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// void EbitenBeginFrame();
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// void EbitenEndFrame();
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//
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// // Input
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// int EbitenGetGamepadNum();
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// void EbitenGetGamepads(struct Gamepad* gamepads);
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// int EbitenGetTouchNum();
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// void EbitenGetTouches(struct Touch* touches);
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// void EbitenVibrateGamepad(int id, double durationInSeconds, double strongMagnitude, double weakMagnitude);
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import "C"
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import (
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"time"
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)
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type Gamepad struct {
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ID int
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Standard bool
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ButtonCount int
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AxisCount int
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ButtonPressed [32]bool
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ButtonValues [32]float64
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AxisValues [16]float64
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}
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type Touch struct {
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ID int
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X int
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Y int
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}
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func InitializeGame() {
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C.EbitenInitializeGame()
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}
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func ScreenSize() (int, int) {
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var width, height C.int
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C.EbitenGetScreenSize(&width, &height)
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return int(width), int(height)
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}
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func BeginFrame() {
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C.EbitenBeginFrame()
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}
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func EndFrame() {
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C.EbitenEndFrame()
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}
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var cGamepads []C.struct_Gamepad
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func AppendGamepads(gamepads []Gamepad) []Gamepad {
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n := int(C.EbitenGetGamepadNum())
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if cap(cGamepads) < n {
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cGamepads = append(cGamepads, make([]C.struct_Gamepad, n)...)
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} else {
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cGamepads = cGamepads[:n]
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}
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if n > 0 {
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C.EbitenGetGamepads(&cGamepads[0])
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}
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for _, g := range cGamepads {
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gamepad := Gamepad{
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ID: int(g.id),
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Standard: g.standard != 0,
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ButtonCount: int(g.button_num),
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AxisCount: int(g.axis_num),
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}
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for i := 0; i < gamepad.ButtonCount; i++ {
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gamepad.ButtonPressed[i] = g.button_pressed[i] != 0
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gamepad.ButtonValues[i] = float64(g.button_values[i])
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}
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for i := 0; i < gamepad.AxisCount; i++ {
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gamepad.AxisValues[i] = float64(g.axis_values[i])
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}
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gamepads = append(gamepads, gamepad)
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}
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return gamepads
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}
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var cTouches []C.struct_Touch
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func AppendTouches(touches []Touch) []Touch {
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n := int(C.EbitenGetTouchNum())
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cTouches = cTouches[:0]
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if cap(cTouches) < n {
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cTouches = append(cTouches, make([]C.struct_Touch, n)...)
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} else {
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cTouches = cTouches[:n]
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}
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if n > 0 {
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C.EbitenGetTouches(&cTouches[0])
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}
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for _, t := range cTouches {
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touches = append(touches, Touch{
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ID: int(t.id),
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X: int(t.x),
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Y: int(t.y),
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})
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}
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return touches
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}
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func VibrateGamepad(id int, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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C.EbitenVibrateGamepad(C.int(id), C.double(float64(duration)/float64(time.Second)), C.double(strongMagnitude), C.double(weakMagnitude))
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}
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