mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 15:07:26 +01:00
171 lines
3.7 KiB
Go
171 lines
3.7 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 gamepad offers abstract gamepad buttons and configuration.
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package gamepad
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten"
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)
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// A StdButton represents a standard gamepad button.
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// See also: http://www.w3.org/TR/gamepad/
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// [UL0] [UR0]
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// [UL1] [UR1]
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//
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// [LU] [CC] [RU]
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// [LL][LR] [CL][CR] [RL][RR]
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// [LD] [RD]
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// [AL] [AR]
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type StdButton int
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const (
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StdButtonNone StdButton = iota
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StdButtonLL
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StdButtonLR
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StdButtonLU
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StdButtonLD
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StdButtonCL
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StdButtonCC
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StdButtonCR
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StdButtonRL
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StdButtonRR
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StdButtonRU
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StdButtonRD
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StdButtonUL0
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StdButtonUL1
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StdButtonUR0
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StdButtonUR1
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StdButtonAL
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StdButtonAR
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)
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const threshold = 0.75
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type axis struct {
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id int
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positive bool
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}
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type Configuration struct {
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current StdButton
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buttons map[StdButton]ebiten.GamepadButton
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axes map[StdButton]axis
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assignedButtons map[ebiten.GamepadButton]struct{}
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assignedAxes map[axis]struct{}
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}
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func (c *Configuration) initializeIfNeeded() {
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if c.buttons == nil {
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c.buttons = map[StdButton]ebiten.GamepadButton{}
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}
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if c.axes == nil {
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c.axes = map[StdButton]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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}
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func (c *Configuration) 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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func (c *Configuration) Scan(index int, b StdButton) bool {
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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.GamepadButtonNum(index))
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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 ebiten.IsGamepadButtonPressed(index, 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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an := ebiten.GamepadAxisNum(index)
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for a := 0; a < an; a++ {
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v := ebiten.GamepadAxis(index, a)
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// Check v <= 1.0 because there is a bug that a button returns an axis value wrongly and the value may be over 1.
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if threshold <= v && v <= 1.0 {
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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 <= -threshold {
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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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func (c *Configuration) IsButtonPressed(id int, b StdButton) bool {
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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(0, 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.GamepadAxis(0, a.id)
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if a.positive {
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return threshold <= v && v <= 1.0
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} else {
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return -1.0 <= v && v <= -threshold
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}
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}
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return false
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}
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func (c *Configuration) Name(b StdButton) string {
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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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} else {
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return fmt.Sprintf("Axis %d-", a.id)
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}
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}
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return ""
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}
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