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https://github.com/hajimehoshi/ebiten.git
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809ad991c2
Refactors native standard layout so standard axes and buttons can be implemented using any of axes, buttons or hats. This is required to be able to implement a native standard layout mapping for Linux, as e.g. shoulder buttons can be backed either by an analog or digital input. Precedes #2587 Updates #2052
87 lines
1.9 KiB
Go
87 lines
1.9 KiB
Go
// Copyright 2022 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 !darwin && !js && !linux && !windows
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package gamepad
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import (
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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)
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type nativeGamepadsImpl struct{}
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func newNativeGamepadsImpl() nativeGamepads {
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return &nativeGamepadsImpl{}
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}
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func (*nativeGamepadsImpl) init(gamepads *gamepads) error {
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return nil
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}
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func (*nativeGamepadsImpl) update(gamepads *gamepads) error {
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return nil
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}
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type nativeGamepadImpl struct{}
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func (*nativeGamepadImpl) update(gamepad *gamepads) error {
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return nil
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}
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func (*nativeGamepadImpl) hasOwnStandardLayoutMapping() bool {
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return false
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}
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func (*nativeGamepadImpl) standardAxisInOwnMapping(axis gamepaddb.StandardAxis) mappingInput {
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return nil
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}
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func (*nativeGamepadImpl) standardButtonInOwnMapping(button gamepaddb.StandardButton) mappingInput {
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return nil
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}
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func (*nativeGamepadImpl) axisCount() int {
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return 0
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}
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func (*nativeGamepadImpl) buttonCount() int {
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return 0
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}
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func (*nativeGamepadImpl) hatCount() int {
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return 0
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}
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func (*nativeGamepadImpl) axisValue(axis int) float64 {
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return 0
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}
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func (*nativeGamepadImpl) isButtonPressed(button int) bool {
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return false
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}
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func (*nativeGamepadImpl) buttonValue(button int) float64 {
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return 0
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}
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func (*nativeGamepadImpl) hatState(hat int) int {
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return hatCentered
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}
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func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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}
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