ebiten/examples/blocks/blocks/gamepad.go
2018-03-14 04:13:54 +09:00

180 lines
4.5 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.
package blocks
import (
"fmt"
"github.com/hajimehoshi/ebiten"
)
type virtualGamepadButton int
const (
virtualGamepadButtonLeft virtualGamepadButton = iota
virtualGamepadButtonRight
virtualGamepadButtonDown
virtualGamepadButtonButtonA
virtualGamepadButtonButtonB
)
var virtualGamepadButtons = []virtualGamepadButton{
virtualGamepadButtonLeft,
virtualGamepadButtonRight,
virtualGamepadButtonDown,
virtualGamepadButtonButtonA,
virtualGamepadButtonButtonB,
}
const axisThreshold = 0.75
type axis struct {
id int
positive bool
}
type gamepadConfig struct {
current virtualGamepadButton
buttons map[virtualGamepadButton]ebiten.GamepadButton
axes map[virtualGamepadButton]axis
assignedButtons map[ebiten.GamepadButton]struct{}
assignedAxes map[axis]struct{}
defaultAxesValues map[int]float64
}
func (c *gamepadConfig) initializeIfNeeded() {
if c.buttons == nil {
c.buttons = map[virtualGamepadButton]ebiten.GamepadButton{}
}
if c.axes == nil {
c.axes = map[virtualGamepadButton]axis{}
}
if c.assignedButtons == nil {
c.assignedButtons = map[ebiten.GamepadButton]struct{}{}
}
if c.assignedAxes == nil {
c.assignedAxes = map[axis]struct{}{}
}
// Set default values.
// It is assumed that all axes are not pressed here.
//
// These default values are used to detect if an axis is actually pressed.
// For example, on PS4 controllers, L2/R2's axes valuse can be -1.0.
if c.defaultAxesValues == nil {
c.defaultAxesValues = map[int]float64{}
const gamepadID = 0
na := ebiten.GamepadAxisNum(gamepadID)
for a := 0; a < na; a++ {
c.defaultAxesValues[a] = ebiten.GamepadAxis(gamepadID, a)
}
}
}
func (c *gamepadConfig) Reset() {
c.buttons = nil
c.axes = nil
c.assignedButtons = nil
c.assignedAxes = nil
}
// Scan scans the current input state and assigns the given virtual gamepad button b
// to the current (pysical) pressed buttons of the gamepad.
func (c *gamepadConfig) Scan(gamepadID int, b virtualGamepadButton) bool {
c.initializeIfNeeded()
delete(c.buttons, b)
delete(c.axes, b)
ebn := ebiten.GamepadButton(ebiten.GamepadButtonNum(gamepadID))
for eb := ebiten.GamepadButton(0); eb < ebn; eb++ {
if _, ok := c.assignedButtons[eb]; ok {
continue
}
if ebiten.IsGamepadButtonPressed(gamepadID, eb) {
c.buttons[b] = eb
c.assignedButtons[eb] = struct{}{}
return true
}
}
na := ebiten.GamepadAxisNum(gamepadID)
for a := 0; a < na; a++ {
v := ebiten.GamepadAxis(gamepadID, a)
// Check |v| < 1.0 because there is a bug that a button returns
// an axis value wrongly and the value may be over 1 on some platforms.
if axisThreshold <= v && v <= 1.0 && v != c.defaultAxesValues[a] {
if _, ok := c.assignedAxes[axis{a, true}]; !ok {
c.axes[b] = axis{a, true}
c.assignedAxes[axis{a, true}] = struct{}{}
return true
}
}
if -1.0 <= v && v <= -axisThreshold && v != c.defaultAxesValues[a] {
if _, ok := c.assignedAxes[axis{a, false}]; !ok {
c.axes[b] = axis{a, false}
c.assignedAxes[axis{a, false}] = struct{}{}
return true
}
}
}
return false
}
// IsButtonPressed returns a boolean value indicating whether
// the given virtual button b is pressed.
func (c *gamepadConfig) IsButtonPressed(b virtualGamepadButton) bool {
c.initializeIfNeeded()
bb, ok := c.buttons[b]
if ok {
return ebiten.IsGamepadButtonPressed(0, bb)
}
a, ok := c.axes[b]
if ok {
v := ebiten.GamepadAxis(0, a.id)
if a.positive {
return axisThreshold <= v && v <= 1.0
} else {
return -1.0 <= v && v <= -axisThreshold
}
}
return false
}
// Name returns the pysical button's name for the given virtual button.
func (c *gamepadConfig) ButtonName(b virtualGamepadButton) string {
c.initializeIfNeeded()
bb, ok := c.buttons[b]
if ok {
return fmt.Sprintf("Button %d", bb)
}
a, ok := c.axes[b]
if ok {
if a.positive {
return fmt.Sprintf("Axis %d+", a.id)
} else {
return fmt.Sprintf("Axis %d-", a.id)
}
}
return ""
}