mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
aa694be6f6
This change introduces the standard gamepad layout. This changes adds these APIs: * func HasGamepadStandardLayoutMapping * func IsGamepadStandardButtonPressed * func GamepadStandardAxisValue * type StandardGamepadButton * type StandardGamepadAxis The standard gamepad layout is based on the web standard. See https://www.w3.org/TR/gamepad/#remapping. On desktops, the SDL's gamecontrllerdb.txt is used. If the gamepad is listed in the text file, the mapping works. GLFW's mapping featrue is not used. On browsers, the property of a gamepad 'mapping' is used. When the mapping value is 'standard', the gamepad is recognized to have the standard mapping. On mobiles, the implementation is still WIP. Updates #1557
234 lines
7.5 KiB
Go
234 lines
7.5 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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//go:build example
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// +build example
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package main
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import (
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"fmt"
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"log"
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"sort"
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"strconv"
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"strings"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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const (
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screenWidth = 640
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screenHeight = 480
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)
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type Game struct {
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gamepadIDsBuf []ebiten.GamepadID
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gamepadIDs map[ebiten.GamepadID]struct{}
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axes map[ebiten.GamepadID][]string
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pressedButtons map[ebiten.GamepadID][]string
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}
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func (g *Game) Update() error {
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if g.gamepadIDs == nil {
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g.gamepadIDs = map[ebiten.GamepadID]struct{}{}
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}
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// Log the gamepad connection events.
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g.gamepadIDsBuf = inpututil.AppendJustConnectedGamepadIDs(g.gamepadIDsBuf[:0])
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for _, id := range g.gamepadIDsBuf {
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log.Printf("gamepad connected: id: %d, SDL ID: %s", id, ebiten.GamepadSDLID(id))
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g.gamepadIDs[id] = struct{}{}
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}
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for id := range g.gamepadIDs {
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if inpututil.IsGamepadJustDisconnected(id) {
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log.Printf("gamepad disconnected: id: %d, SDL ID: %s", id, ebiten.GamepadSDLID(id))
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delete(g.gamepadIDs, id)
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}
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}
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g.axes = map[ebiten.GamepadID][]string{}
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g.pressedButtons = map[ebiten.GamepadID][]string{}
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for id := range g.gamepadIDs {
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maxAxis := ebiten.GamepadAxisNum(id)
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for a := 0; a < maxAxis; a++ {
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v := ebiten.GamepadAxisValue(id, a)
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g.axes[id] = append(g.axes[id], fmt.Sprintf("%d:%+0.2f", a, v))
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}
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maxButton := ebiten.GamepadButton(ebiten.GamepadButtonNum(id))
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for b := ebiten.GamepadButton(id); b < maxButton; b++ {
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if ebiten.IsGamepadButtonPressed(id, b) {
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g.pressedButtons[id] = append(g.pressedButtons[id], strconv.Itoa(int(b)))
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}
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// Log button events.
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if inpututil.IsGamepadButtonJustPressed(id, b) {
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log.Printf("button pressed: id: %d, button: %d", id, b)
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}
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if inpututil.IsGamepadButtonJustReleased(id, b) {
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log.Printf("button released: id: %d, button: %d", id, b)
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}
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}
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}
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return nil
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}
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func standardMap(id ebiten.GamepadID) string {
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m := ` [FBL] [FBR]
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[FTL] [FTR]
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[LT] [CC] [RT]
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[LL][LR] [CL][CR] [RL][RR]
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[LB] [RB]
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(LS) (RS)
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`
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonRightBottom) {
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m = strings.Replace(m, "[RB]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[RB]", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonRightRight) {
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m = strings.Replace(m, "[RR]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[RR]", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonRightLeft) {
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m = strings.Replace(m, "[RL]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[RL]", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonRightTop) {
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m = strings.Replace(m, "[RT]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[RT]", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonFrontTopLeft) {
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m = strings.Replace(m, "[FTL]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[FTL]", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonFrontTopRight) {
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m = strings.Replace(m, "[FTR]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[FTR]", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonFrontBottomLeft) {
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m = strings.Replace(m, "[FBL]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[FBL]", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonFrontBottomRight) {
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m = strings.Replace(m, "[FBR]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[FBR]", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonCenterLeft) {
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m = strings.Replace(m, "[CL]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[CL]", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonCenterRight) {
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m = strings.Replace(m, "[CR]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[CR]", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftStick) {
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m = strings.Replace(m, "(LS)", "[**]", 1)
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} else {
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m = strings.Replace(m, "(LS)", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonRightStick) {
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m = strings.Replace(m, "(RS)", "[**]", 1)
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} else {
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m = strings.Replace(m, "(RS)", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftBottom) {
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m = strings.Replace(m, "[LB]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[LB]", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftRight) {
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m = strings.Replace(m, "[LR]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[LR]", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftLeft) {
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m = strings.Replace(m, "[LL]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[LL]", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonLeftTop) {
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m = strings.Replace(m, "[LT]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[LT]", "[ ]", 1)
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}
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButtonCenterCenter) {
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m = strings.Replace(m, "[CC]", "[**]", 1)
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} else {
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m = strings.Replace(m, "[CC]", "[ ]", 1)
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}
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m += fmt.Sprintf(" Left Stick: X: %+0.2f, Y: %+0.2f\n Right Stick: X: %+0.2f, Y: %+0.2f",
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ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisLeftStickHorizontal),
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ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisLeftStickVertical),
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ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickHorizontal),
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ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickVertical))
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return m
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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// Draw the current gamepad status.
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str := ""
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if len(g.gamepadIDs) > 0 {
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ids := make([]ebiten.GamepadID, 0, len(g.gamepadIDs))
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for id := range g.gamepadIDs {
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ids = append(ids, id)
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}
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sort.Slice(ids, func(a, b int) bool {
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return ids[a] < ids[b]
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})
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for _, id := range ids {
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var standard string
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if ebiten.HasGamepadStandardLayoutMapping(id) {
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standard = " (Standard Layout)"
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}
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str += fmt.Sprintf("Gamepad (ID: %d, SDL ID: %s)%s:\n", id, ebiten.GamepadSDLID(id), standard)
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str += fmt.Sprintf(" Axes: %s\n", strings.Join(g.axes[id], ", "))
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str += fmt.Sprintf(" Buttons: %s\n", strings.Join(g.pressedButtons[id], ", "))
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if ebiten.HasGamepadStandardLayoutMapping(id) {
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str += "\n"
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str += standardMap(id)
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str += "\n"
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}
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str += "\n"
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}
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} else {
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str = "Please connect your gamepad."
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}
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ebitenutil.DebugPrint(screen, str)
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle("Gamepad (Ebiten Demo)")
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if err := ebiten.RunGame(&Game{}); err != nil {
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log.Fatal(err)
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}
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}
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