mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 15:07:26 +01:00
134 lines
3.0 KiB
Go
134 lines
3.0 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 ebitencbackend
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// +build ebitencbackend
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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/cbackend"
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)
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type nativeGamepads struct {
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gamepads []cbackend.Gamepad
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ids map[int]struct{}
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}
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func (*nativeGamepads) init(gamepads *gamepads) error {
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return nil
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}
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func (g *nativeGamepads) update(gamepads *gamepads) error {
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g.gamepads = g.gamepads[:0]
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g.gamepads = cbackend.AppendGamepads(g.gamepads)
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for id := range g.ids {
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delete(g.ids, id)
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}
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for _, gp := range g.gamepads {
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if g.ids == nil {
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g.ids = map[int]struct{}{}
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}
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g.ids[gp.ID] = struct{}{}
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gamepad := gamepads.find(func(gamepad *Gamepad) bool {
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return gamepad.id == gp.ID
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})
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if gamepad == nil {
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gamepad = gamepads.add("", "")
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gamepad.id = gp.ID
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gamepad.standard = gp.Standard
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gamepad.axisValues = make([]float64, gp.AxisCount)
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gamepad.buttonPressed = make([]bool, gp.ButtonCount)
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gamepad.buttonValues = make([]float64, gp.ButtonCount)
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}
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gamepad.m.Lock()
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copy(gamepad.axisValues, gp.AxisValues[:])
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copy(gamepad.buttonValues, gp.ButtonValues[:])
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copy(gamepad.buttonPressed, gp.ButtonPressed[:])
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gamepad.m.Unlock()
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}
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// Remove an unused gamepads.
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gamepads.remove(func(gamepad *Gamepad) bool {
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_, ok := g.ids[gamepad.id]
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return !ok
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})
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return nil
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}
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type nativeGamepad struct {
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id int
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standard bool
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axisValues []float64
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buttonPressed []bool
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buttonValues []float64
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}
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func (*nativeGamepad) update(gamepad *gamepads) error {
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return nil
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}
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func (g *nativeGamepad) hasOwnStandardLayoutMapping() bool {
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return g.standard
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}
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func (g *nativeGamepad) axisCount() int {
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return len(g.axisValues)
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}
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func (g *nativeGamepad) buttonCount() int {
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return len(g.buttonValues)
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}
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func (g *nativeGamepad) hatCount() int {
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return 0
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}
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func (g *nativeGamepad) axisValue(axis int) float64 {
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if axis < 0 || axis >= len(g.axisValues) {
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return 0
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}
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return g.axisValues[axis]
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}
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func (g *nativeGamepad) isButtonPressed(button int) bool {
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if button < 0 || button >= len(g.buttonPressed) {
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return false
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}
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return g.buttonPressed[button]
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}
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func (g *nativeGamepad) buttonValue(button int) float64 {
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if button < 0 || button >= len(g.buttonValues) {
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return 0
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}
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return g.buttonValues[button]
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}
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func (*nativeGamepad) hatState(hat int) int {
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return hatCentered
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}
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func (g *nativeGamepad) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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cbackend.VibrateGamepad(g.id, duration, strongMagnitude, weakMagnitude)
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}
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