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https://github.com/hajimehoshi/ebiten.git
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e7c0a121c4
This also automatically enables 'egl' when 'nintendosdk' is specified. Updates #2242
171 lines
4.2 KiB
Go
171 lines
4.2 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 !nintendosdk
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// +build !nintendosdk
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package gamepad
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import (
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"fmt"
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)
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type AndroidHatDirection int
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const (
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AndroidHatDirectionX AndroidHatDirection = iota
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AndroidHatDirectionY
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)
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func AddAndroidGamepad(androidDeviceID int, name, sdlID string, axisCount, buttonCount, hatCount int) {
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theGamepads.addAndroidGamepad(androidDeviceID, name, sdlID, axisCount, buttonCount, hatCount)
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}
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func RemoveAndroidGamepad(androidDeviceID int) {
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theGamepads.removeAndroidGamepad(androidDeviceID)
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}
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func UpdateAndroidGamepadAxis(androidDeviceID int, axis int, value float64) {
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theGamepads.updateAndroidGamepadAxis(androidDeviceID, axis, value)
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}
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func UpdateAndroidGamepadButton(androidDeviceID int, button Button, pressed bool) {
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theGamepads.updateAndroidGamepadButton(androidDeviceID, button, pressed)
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}
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func UpdateAndroidGamepadHat(androidDeviceID int, hat int, dir AndroidHatDirection, value int) {
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theGamepads.updateAndroidGamepadHat(androidDeviceID, hat, dir, value)
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}
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func (g *gamepads) addAndroidGamepad(androidDeviceID int, name, sdlID string, axisCount, buttonCount, hatCount int) {
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g.m.Lock()
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defer g.m.Unlock()
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gp := g.add(name, sdlID)
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gp.native = &nativeGamepadImpl{
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androidDeviceID: androidDeviceID,
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axes: make([]float64, axisCount),
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buttons: make([]bool, buttonCount),
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hats: make([]int, hatCount),
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}
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}
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func (g *gamepads) removeAndroidGamepad(androidDeviceID int) {
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g.m.Lock()
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defer g.m.Unlock()
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g.remove(func(gamepad *Gamepad) bool {
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return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
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})
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}
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func (g *gamepads) updateAndroidGamepadAxis(androidDeviceID int, axis int, value float64) {
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g.m.Lock()
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defer g.m.Unlock()
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gp := g.find(func(gamepad *Gamepad) bool {
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return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
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})
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if gp == nil {
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return
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}
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gp.updateAndroidGamepadAxis(axis, value)
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}
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func (g *gamepads) updateAndroidGamepadButton(androidDeviceID int, button Button, pressed bool) {
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g.m.Lock()
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defer g.m.Unlock()
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gp := g.find(func(gamepad *Gamepad) bool {
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return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
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})
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if gp == nil {
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return
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}
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gp.updateAndroidGamepadButton(button, pressed)
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}
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func (g *gamepads) updateAndroidGamepadHat(androidDeviceID int, hat int, dir AndroidHatDirection, value int) {
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g.m.Lock()
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defer g.m.Unlock()
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gp := g.find(func(gamepad *Gamepad) bool {
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return gamepad.native.(*nativeGamepadImpl).androidDeviceID == androidDeviceID
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})
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if gp == nil {
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return
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}
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gp.updateAndroidGamepadHat(hat, dir, value)
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}
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func (g *Gamepad) updateAndroidGamepadAxis(axis int, value float64) {
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g.m.Lock()
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defer g.m.Unlock()
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n := g.native.(*nativeGamepadImpl)
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if axis < 0 || axis >= len(n.axes) {
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return
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}
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n.axes[axis] = value
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}
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func (g *Gamepad) updateAndroidGamepadButton(button Button, pressed bool) {
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g.m.Lock()
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defer g.m.Unlock()
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n := g.native.(*nativeGamepadImpl)
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if button < 0 || int(button) >= len(n.buttons) {
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return
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}
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n.buttons[button] = pressed
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}
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func (g *Gamepad) updateAndroidGamepadHat(hat int, dir AndroidHatDirection, value int) {
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g.m.Lock()
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defer g.m.Unlock()
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n := g.native.(*nativeGamepadImpl)
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if hat < 0 || hat >= len(n.hats) {
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return
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}
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v := n.hats[hat]
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switch dir {
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case AndroidHatDirectionX:
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switch {
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case value < 0:
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v |= hatLeft
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v &^= hatRight
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case value > 0:
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v &^= hatLeft
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v |= hatRight
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default:
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v &^= (hatLeft | hatRight)
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}
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case AndroidHatDirectionY:
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switch {
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case value < 0:
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v |= hatUp
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v &^= hatDown
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case value > 0:
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v &^= hatUp
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v |= hatDown
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default:
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v &^= (hatUp | hatDown)
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}
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default:
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panic(fmt.Sprintf("gamepad: invalid direction: %d", dir))
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}
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n.hats[hat] = v
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}
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