ebiten/internal/uidriver/cbackend/gamepad.go

118 lines
2.7 KiB
Go

// Copyright 2022 The Ebiten Authors
//
// 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 ebitencbackend
// +build ebitencbackend
package cbackend
import (
"time"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
)
func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
return gamepad.AppendGamepadIDs(gamepadIDs)
}
func (i *Input) GamepadSDLID(id driver.GamepadID) string {
g := gamepad.Get(id)
if g == nil {
return ""
}
return g.SDLID()
}
func (i *Input) GamepadName(id driver.GamepadID) string {
g := gamepad.Get(id)
if g == nil {
return ""
}
return g.Name()
}
func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
g := gamepad.Get(id)
if g == nil {
return 0
}
return g.Axis(axis)
}
func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
g := gamepad.Get(id)
if g == nil {
return 0
}
return g.AxisCount()
}
func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
g := gamepad.Get(id)
if g == nil {
return 0
}
return g.ButtonCount()
}
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
g := gamepad.Get(id)
if g == nil {
return false
}
return g.Button(int(button))
}
func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
g := gamepad.Get(id)
if g == nil {
return false
}
return g.IsStandardButtonPressed(button)
}
func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
g := gamepad.Get(id)
if g == nil {
return false
}
return g.IsStandardLayoutAvailable()
}
func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
g := gamepad.Get(id)
if g == nil {
return 0
}
return g.StandardAxisValue(axis)
}
func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
g := gamepad.Get(id)
if g == nil {
return 0
}
return g.StandardButtonValue(button)
}
func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
g := gamepad.Get(id)
if g == nil {
return
}
g.Vibrate(duration, strongMagnitude, weakMagnitude)
}