mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 12:18:55 +01:00
109 lines
2.5 KiB
Go
109 lines
2.5 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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"image/color"
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"strings"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/text/v2"
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)
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type GamepadScene struct {
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gamepadID ebiten.GamepadID
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currentIndex int
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countAfterSetting int
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buttonStates []string
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}
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func (s *GamepadScene) Update(state *GameState) error {
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if s.currentIndex == 0 {
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state.Input.gamepadConfig.Reset()
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
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state.Input.gamepadConfig.Reset()
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state.Input.gamepadConfig.ResetGamepadID()
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state.SceneManager.GoTo(&TitleScene{})
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return nil
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}
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if s.buttonStates == nil {
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s.buttonStates = make([]string, len(virtualGamepadButtons))
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}
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for i, b := range virtualGamepadButtons {
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if i < s.currentIndex {
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s.buttonStates[i] = strings.ToUpper(state.Input.gamepadConfig.ButtonName(b))
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continue
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}
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if s.currentIndex == i {
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s.buttonStates[i] = "_"
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continue
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}
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s.buttonStates[i] = ""
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}
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if 0 < s.countAfterSetting {
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s.countAfterSetting--
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if s.countAfterSetting <= 0 {
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state.SceneManager.GoTo(&TitleScene{})
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}
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return nil
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}
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b := virtualGamepadButtons[s.currentIndex]
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if state.Input.gamepadConfig.Scan(b) {
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s.currentIndex++
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if s.currentIndex == len(virtualGamepadButtons) {
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s.countAfterSetting = ebiten.TPS()
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}
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}
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return nil
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}
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func (s *GamepadScene) Draw(screen *ebiten.Image) {
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screen.Fill(color.Black)
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if s.buttonStates == nil {
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return
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}
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f := `GAMEPAD CONFIGURATION
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(PRESS ESC TO CANCEL)
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MOVE LEFT: %s
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MOVE RIGHT: %s
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DROP: %s
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ROTATE LEFT: %s
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ROTATE RIGHT: %s
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%s`
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msg := ""
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if s.currentIndex == len(virtualGamepadButtons) {
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msg = "OK!"
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}
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str := fmt.Sprintf(f, s.buttonStates[0], s.buttonStates[1], s.buttonStates[2], s.buttonStates[3], s.buttonStates[4], msg)
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drawTextWithShadow(screen, str, 16, 16, 1, color.White, text.AlignStart, text.AlignStart)
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}
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