mirror of
https://github.com/hajimehoshi/ebiten.git
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7fe89b173b
Start iterating at zero instead of gamepad id (which is usually 0).
216 lines
7.0 KiB
Go
216 lines
7.0 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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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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"time"
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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", 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.GamepadAxisCount(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.GamepadButtonCount(id))
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for b := ebiten.GamepadButton(0); 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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if ebiten.IsStandardGamepadLayoutAvailable(id) {
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for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
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// Log button events.
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if inpututil.IsStandardGamepadButtonJustPressed(id, b) {
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var strong float64
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var weak float64
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switch b {
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case ebiten.StandardGamepadButtonLeftTop,
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ebiten.StandardGamepadButtonLeftLeft,
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ebiten.StandardGamepadButtonLeftRight,
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ebiten.StandardGamepadButtonLeftBottom:
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weak = 0.5
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case ebiten.StandardGamepadButtonRightTop,
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ebiten.StandardGamepadButtonRightLeft,
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ebiten.StandardGamepadButtonRightRight,
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ebiten.StandardGamepadButtonRightBottom:
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strong = 0.5
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}
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if strong > 0 || weak > 0 {
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op := &ebiten.VibrateGamepadOptions{
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Duration: 200 * time.Millisecond,
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StrongMagnitude: strong,
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WeakMagnitude: weak,
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}
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ebiten.VibrateGamepad(id, op)
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}
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log.Printf("standard button pressed: id: %d, button: %d", id, b)
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}
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if inpututil.IsStandardGamepadButtonJustReleased(id, b) {
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log.Printf("standard button released: id: %d, button: %d", id, b)
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}
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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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var standardButtonToString = map[ebiten.StandardGamepadButton]string{
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ebiten.StandardGamepadButtonRightBottom: "RB",
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ebiten.StandardGamepadButtonRightRight: "RR",
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ebiten.StandardGamepadButtonRightLeft: "RL",
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ebiten.StandardGamepadButtonRightTop: "RT",
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ebiten.StandardGamepadButtonFrontTopLeft: "FTL",
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ebiten.StandardGamepadButtonFrontTopRight: "FTR",
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ebiten.StandardGamepadButtonFrontBottomLeft: "FBL",
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ebiten.StandardGamepadButtonFrontBottomRight: "FBR",
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ebiten.StandardGamepadButtonCenterLeft: "CL",
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ebiten.StandardGamepadButtonCenterRight: "CR",
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ebiten.StandardGamepadButtonLeftStick: "LS",
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ebiten.StandardGamepadButtonRightStick: "RS",
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ebiten.StandardGamepadButtonLeftBottom: "LB",
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ebiten.StandardGamepadButtonLeftRight: "LR",
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ebiten.StandardGamepadButtonLeftLeft: "LL",
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ebiten.StandardGamepadButtonLeftTop: "LT",
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ebiten.StandardGamepadButtonCenterCenter: "CC",
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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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for b, str := range standardButtonToString {
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placeholder := "[" + str + strings.Repeat(" ", 4-len(str)) + "]"
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v := ebiten.StandardGamepadButtonValue(id, b)
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switch {
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case !ebiten.IsStandardGamepadButtonAvailable(id, b):
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m = strings.Replace(m, placeholder, " -- ", 1)
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case ebiten.IsStandardGamepadButtonPressed(id, b):
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m = strings.Replace(m, placeholder, fmt.Sprintf("[%0.2f]", v), 1)
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default:
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m = strings.Replace(m, placeholder, fmt.Sprintf(" %0.2f ", v), 1)
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}
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}
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// TODO: Use ebiten.IsStandardGamepadAxisAvailable
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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.IsStandardGamepadLayoutAvailable(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(" Name: %s\n", ebiten.GamepadName(id))
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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.IsStandardGamepadLayoutAvailable(id) {
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str += "\n"
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str += standardMap(id) + "\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 (Ebitengine 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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