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https://github.com/hajimehoshi/ebiten.git
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b7dd45c0e4
On Android, MotionEvent with 0 values might come for axes when connecting a gamepad, even though a user didn't touch any axes. This is problematic especially for tirgger axes, where the default value should be -1. This change fixes the issue by adding a new state `axesReady` to check if an axis is really touched or not. If an axis is not touched yet, a button value for a standard (trigger) button always returns 0. This change also removes an old hack to initialize axis values for triggers. Closes #2598
91 lines
2.0 KiB
Go
91 lines
2.0 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 (g *nativeGamepadImpl) isAxisReady(axis int) bool {
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return false
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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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