ebiten/examples/gamepad/main.go
2021-06-24 21:49:37 +09:00

120 lines
3.2 KiB
Go

// Copyright 2015 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build example
// +build example
package main
import (
"fmt"
"log"
"sort"
"strconv"
"strings"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
const (
screenWidth = 640
screenHeight = 480
)
type Game struct {
gamepadIDs map[ebiten.GamepadID]struct{}
axes map[ebiten.GamepadID][]string
pressedButtons map[ebiten.GamepadID][]string
}
func (g *Game) Update() error {
if g.gamepadIDs == nil {
g.gamepadIDs = map[ebiten.GamepadID]struct{}{}
}
// Log the gamepad connection events.
for _, id := range inpututil.JustConnectedGamepadIDs() {
log.Printf("gamepad connected: id: %d", id)
g.gamepadIDs[id] = struct{}{}
}
for id := range g.gamepadIDs {
if inpututil.IsGamepadJustDisconnected(id) {
log.Printf("gamepad disconnected: id: %d", id)
delete(g.gamepadIDs, id)
}
}
g.axes = map[ebiten.GamepadID][]string{}
g.pressedButtons = map[ebiten.GamepadID][]string{}
for id := range g.gamepadIDs {
maxAxis := ebiten.GamepadAxisNum(id)
for a := 0; a < maxAxis; a++ {
v := ebiten.GamepadAxis(id, a)
g.axes[id] = append(g.axes[id], fmt.Sprintf("%d:%0.2f", a, v))
}
maxButton := ebiten.GamepadButton(ebiten.GamepadButtonNum(id))
for b := ebiten.GamepadButton(id); b < maxButton; b++ {
if ebiten.IsGamepadButtonPressed(id, b) {
g.pressedButtons[id] = append(g.pressedButtons[id], strconv.Itoa(int(b)))
}
// Log button events.
if inpututil.IsGamepadButtonJustPressed(id, b) {
log.Printf("button pressed: id: %d, button: %d", id, b)
}
if inpututil.IsGamepadButtonJustReleased(id, b) {
log.Printf("button released: id: %d, button: %d", id, b)
}
}
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
// Draw the current gamepad status.
str := ""
if len(g.gamepadIDs) > 0 {
ids := make([]ebiten.GamepadID, 0, len(g.gamepadIDs))
for id := range g.gamepadIDs {
ids = append(ids, id)
}
sort.Slice(ids, func(a, b int) bool {
return ids[a] < ids[b]
})
for _, id := range ids {
str += fmt.Sprintf("Gamepad (ID: %d, SDL ID: %s):\n", id, ebiten.GamepadSDLID(id))
str += fmt.Sprintf(" Axes: %s\n", strings.Join(g.axes[id], ", "))
str += fmt.Sprintf(" Buttons: %s\n", strings.Join(g.pressedButtons[id], ", "))
str += "\n"
}
} else {
str = "Please connect your gamepad."
}
ebitenutil.DebugPrint(screen, str)
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return screenWidth, screenHeight
}
func main() {
ebiten.SetWindowSize(screenWidth, screenHeight)
ebiten.SetWindowTitle("Gamepad (Ebiten Demo)")
if err := ebiten.RunGame(&Game{}); err != nil {
log.Fatal(err)
}
}