mirror of
https://github.com/hajimehoshi/ebiten.git
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08ae0f4a94
Updates #1718
275 lines
7.2 KiB
Go
275 lines
7.2 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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package blocks
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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type virtualGamepadButton int
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const (
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virtualGamepadButtonLeft virtualGamepadButton = iota
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virtualGamepadButtonRight
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virtualGamepadButtonDown
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virtualGamepadButtonButtonA
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virtualGamepadButtonButtonB
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)
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var virtualGamepadButtons = []virtualGamepadButton{
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virtualGamepadButtonLeft,
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virtualGamepadButtonRight,
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virtualGamepadButtonDown,
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virtualGamepadButtonButtonA,
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virtualGamepadButtonButtonB,
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}
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func (v virtualGamepadButton) StandardGamepadButton() ebiten.StandardGamepadButton {
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switch v {
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case virtualGamepadButtonLeft:
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return ebiten.StandardGamepadButtonLeftLeft
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case virtualGamepadButtonRight:
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return ebiten.StandardGamepadButtonLeftRight
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case virtualGamepadButtonDown:
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return ebiten.StandardGamepadButtonLeftBottom
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case virtualGamepadButtonButtonA:
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return ebiten.StandardGamepadButtonRightBottom
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case virtualGamepadButtonButtonB:
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return ebiten.StandardGamepadButtonRightRight
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default:
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panic("not reached")
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}
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}
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const axisThreshold = 0.75
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type axis struct {
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id ebiten.GamepadAxisType
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positive bool
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}
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type gamepadConfig struct {
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gamepadID ebiten.GamepadID
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gamepadIDInitialized bool
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current virtualGamepadButton
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buttons map[virtualGamepadButton]ebiten.GamepadButton
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axes map[virtualGamepadButton]axis
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assignedButtons map[ebiten.GamepadButton]struct{}
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assignedAxes map[axis]struct{}
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defaultAxesValues map[ebiten.GamepadAxisType]float64
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}
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func (c *gamepadConfig) SetGamepadID(id ebiten.GamepadID) {
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c.gamepadID = id
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c.gamepadIDInitialized = true
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}
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func (c *gamepadConfig) ResetGamepadID() {
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c.gamepadID = 0
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c.gamepadIDInitialized = false
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}
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func (c *gamepadConfig) IsGamepadIDInitialized() bool {
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return c.gamepadIDInitialized
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}
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func (c *gamepadConfig) NeedsConfiguration() bool {
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return !ebiten.IsStandardGamepadLayoutAvailable(c.gamepadID)
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}
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func (c *gamepadConfig) initializeIfNeeded() {
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if !c.gamepadIDInitialized {
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panic("not reached")
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}
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if ebiten.IsStandardGamepadLayoutAvailable(c.gamepadID) {
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return
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}
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if c.buttons == nil {
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c.buttons = map[virtualGamepadButton]ebiten.GamepadButton{}
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}
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if c.axes == nil {
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c.axes = map[virtualGamepadButton]axis{}
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}
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if c.assignedButtons == nil {
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c.assignedButtons = map[ebiten.GamepadButton]struct{}{}
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}
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if c.assignedAxes == nil {
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c.assignedAxes = map[axis]struct{}{}
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}
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// Set default values.
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// It is assumed that all axes are not pressed here.
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//
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// These default values are used to detect if an axis is actually pressed.
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// For example, on PS4 controllers, L2/R2's axes value can be -1.0.
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if c.defaultAxesValues == nil {
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c.defaultAxesValues = map[ebiten.GamepadAxisType]float64{}
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na := ebiten.GamepadAxisType(ebiten.GamepadAxisCount(c.gamepadID))
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for a := ebiten.GamepadAxisType(0); a < na; a++ {
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c.defaultAxesValues[a] = ebiten.GamepadAxisValue(c.gamepadID, a)
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}
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}
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}
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func (c *gamepadConfig) Reset() {
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c.buttons = nil
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c.axes = nil
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c.assignedButtons = nil
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c.assignedAxes = nil
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}
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// Scan scans the current input state and assigns the given virtual gamepad button b
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// to the current (physical) pressed buttons of the gamepad.
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func (c *gamepadConfig) Scan(b virtualGamepadButton) bool {
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if !c.gamepadIDInitialized {
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panic("not reached")
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}
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c.initializeIfNeeded()
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delete(c.buttons, b)
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delete(c.axes, b)
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ebn := ebiten.GamepadButton(ebiten.GamepadButtonCount(c.gamepadID))
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for eb := ebiten.GamepadButton(0); eb < ebn; eb++ {
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if _, ok := c.assignedButtons[eb]; ok {
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continue
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}
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if inpututil.IsGamepadButtonJustPressed(c.gamepadID, eb) {
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c.buttons[b] = eb
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c.assignedButtons[eb] = struct{}{}
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return true
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}
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}
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na := ebiten.GamepadAxisType(ebiten.GamepadAxisCount(c.gamepadID))
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for a := ebiten.GamepadAxisType(0); a < na; a++ {
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v := ebiten.GamepadAxisValue(c.gamepadID, a)
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const delta = 0.25
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// Check |v| < 1.0 because there is a bug that a button returns
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// an axis value wrongly and the value may be over 1 on some platforms.
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if axisThreshold <= v && v <= 1.0 &&
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(v < c.defaultAxesValues[a]-delta || c.defaultAxesValues[a]+delta < v) {
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if _, ok := c.assignedAxes[axis{a, true}]; !ok {
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c.axes[b] = axis{a, true}
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c.assignedAxes[axis{a, true}] = struct{}{}
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return true
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}
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}
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if -1.0 <= v && v <= -axisThreshold &&
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(v < c.defaultAxesValues[a]-delta || c.defaultAxesValues[a]+delta < v) {
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if _, ok := c.assignedAxes[axis{a, false}]; !ok {
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c.axes[b] = axis{a, false}
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c.assignedAxes[axis{a, false}] = struct{}{}
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return true
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}
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}
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}
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return false
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}
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// IsButtonPressed reports whether the given virtual button b is pressed.
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func (c *gamepadConfig) IsButtonPressed(b virtualGamepadButton) bool {
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if !c.gamepadIDInitialized {
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panic("not reached")
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}
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if ebiten.IsStandardGamepadLayoutAvailable(c.gamepadID) {
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if ebiten.IsStandardGamepadButtonPressed(c.gamepadID, b.StandardGamepadButton()) {
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return true
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}
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const threshold = 0.7
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switch b {
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case virtualGamepadButtonLeft:
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return ebiten.StandardGamepadAxisValue(c.gamepadID, ebiten.StandardGamepadAxisLeftStickHorizontal) < -threshold
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case virtualGamepadButtonRight:
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return ebiten.StandardGamepadAxisValue(c.gamepadID, ebiten.StandardGamepadAxisLeftStickHorizontal) > threshold
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case virtualGamepadButtonDown:
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return ebiten.StandardGamepadAxisValue(c.gamepadID, ebiten.StandardGamepadAxisLeftStickVertical) > threshold
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}
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return false
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}
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c.initializeIfNeeded()
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bb, ok := c.buttons[b]
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if ok {
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return ebiten.IsGamepadButtonPressed(c.gamepadID, bb)
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}
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a, ok := c.axes[b]
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if ok {
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v := ebiten.GamepadAxisValue(c.gamepadID, a.id)
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if a.positive {
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return axisThreshold <= v && v <= 1.0
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}
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return -1.0 <= v && v <= -axisThreshold
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}
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return false
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}
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// IsButtonJustPressed reports whether the given virtual button b started to be pressed now.
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func (c *gamepadConfig) IsButtonJustPressed(b virtualGamepadButton) bool {
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if !c.gamepadIDInitialized {
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panic("not reached")
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}
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if ebiten.IsStandardGamepadLayoutAvailable(c.gamepadID) {
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return inpututil.IsStandardGamepadButtonJustPressed(c.gamepadID, b.StandardGamepadButton())
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}
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c.initializeIfNeeded()
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bb, ok := c.buttons[b]
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if ok {
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return inpututil.IsGamepadButtonJustPressed(c.gamepadID, bb)
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}
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return false
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}
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// Name returns the physical button's name for the given virtual button.
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func (c *gamepadConfig) ButtonName(b virtualGamepadButton) string {
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if !c.gamepadIDInitialized {
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panic("not reached")
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}
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c.initializeIfNeeded()
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bb, ok := c.buttons[b]
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if ok {
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return fmt.Sprintf("Button %d", bb)
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}
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a, ok := c.axes[b]
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if ok {
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if a.positive {
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return fmt.Sprintf("Axis %d+", a.id)
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}
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return fmt.Sprintf("Axis %d-", a.id)
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}
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return ""
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}
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