-
-
Notifications
You must be signed in to change notification settings - Fork 3
/
Copy pathgamepad.go
143 lines (120 loc) · 4.03 KB
/
gamepad.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
package glitch
import (
"github.com/unitoftime/glitch/internal/glfw"
"github.com/unitoftime/glitch/internal/mainthread"
)
type Gamepad int
const GamepadNone = Gamepad(-1)
// TODO: Comment out and add function that says: GetAllActiveGamepads() or something
// Note: I don't think that users should be statically referring to gamepads. I can't think of a use for that
// const (
// Gamepad1 = Gamepad(glfw.Joystick1)
// Gamepad2 = Gamepad(glfw.Joystick2)
// Gamepad3 = Gamepad(glfw.Joystick3)
// Gamepad4 = Gamepad(glfw.Joystick4)
// Gamepad5 = Gamepad(glfw.Joystick5)
// Gamepad6 = Gamepad(glfw.Joystick6)
// Gamepad7 = Gamepad(glfw.Joystick7)
// Gamepad8 = Gamepad(glfw.Joystick8)
// Gamepad9 = Gamepad(glfw.Joystick9)
// Gamepad10 = Gamepad(glfw.Joystick10)
// Gamepad11 = Gamepad(glfw.Joystick11)
// Gamepad12 = Gamepad(glfw.Joystick12)
// Gamepad13 = Gamepad(glfw.Joystick13)
// Gamepad14 = Gamepad(glfw.Joystick14)
// Gamepad15 = Gamepad(glfw.Joystick15)
// Gamepad16 = Gamepad(glfw.Joystick16)
// GamepadLast = Gamepad(glfw.JoystickLast)
// )
type GamepadAxis int
const (
AxisLeftX = GamepadAxis(glfw.AxisLeftX)
AxisLeftY = GamepadAxis(glfw.AxisLeftY)
AxisRightX = GamepadAxis(glfw.AxisRightX)
AxisRightY = GamepadAxis(glfw.AxisRightY)
AxisLeftTrigger = GamepadAxis(glfw.AxisLeftTrigger)
AxisRightTrigger = GamepadAxis(glfw.AxisRightTrigger)
AxisLast = GamepadAxis(glfw.AxisLast)
)
type GamepadButton int
const (
ButtonA = GamepadButton(glfw.ButtonA)
ButtonB = GamepadButton(glfw.ButtonB)
ButtonX = GamepadButton(glfw.ButtonX)
ButtonY = GamepadButton(glfw.ButtonY)
ButtonLeftBumper = GamepadButton(glfw.ButtonLeftBumper)
ButtonRightBumper = GamepadButton(glfw.ButtonRightBumper)
ButtonBack = GamepadButton(glfw.ButtonBack)
ButtonStart = GamepadButton(glfw.ButtonStart)
ButtonGuide = GamepadButton(glfw.ButtonGuide)
ButtonLeftThumb = GamepadButton(glfw.ButtonLeftThumb)
ButtonRightThumb = GamepadButton(glfw.ButtonRightThumb)
ButtonDpadUp = GamepadButton(glfw.ButtonDpadUp)
ButtonDpadRight = GamepadButton(glfw.ButtonDpadRight)
ButtonDpadDown = GamepadButton(glfw.ButtonDpadDown)
ButtonDpadLeft = GamepadButton(glfw.ButtonDpadLeft)
ButtonCross = GamepadButton(glfw.ButtonCross)
ButtonCircle = GamepadButton(glfw.ButtonCircle)
ButtonSquare = GamepadButton(glfw.ButtonSquare)
ButtonTriangle = GamepadButton(glfw.ButtonTriangle)
ButtonFirst = ButtonA
ButtonLast = GamepadButton(glfw.ButtonLast)
)
// Returns the primary gamepad
func (w *Window) GetPrimaryGamepad() Gamepad {
return w.currentPrimaryGamepad
}
// Returns true if the gamepad state is considered active this frame
func checkGamepadActive(state *glfw.GamepadState) bool {
if state == nil {
return false
}
for i := range state.Buttons {
if state.Buttons[i] == glfw.Press {
return true
}
}
return false
}
func (w *Window) getGamepadState(g Gamepad) *glfw.GamepadState {
if g == GamepadNone {
return nil
}
mainthread.Call(func() {
ptr := w.cachedGamepadStates[g]
if ptr == nil {
ptr = glfw.Joystick(g).GetGamepadState()
} else {
newPtr := glfw.Joystick(g).GetGamepadState()
if newPtr != nil {
*ptr = *newPtr
}
}
w.cachedGamepadStates[g] = ptr
// ret = glfw.Joystick(g).GetGamepadState()
})
ptr := w.cachedGamepadStates[g]
return ptr
// return ret
}
// Returns true if the gamepad button is pressed, else returns false
func (w *Window) GetGamepadPressed(g Gamepad, button GamepadButton) bool {
if g == GamepadNone {
return false
}
return w.pressedGamepad[button]
}
// Returns true if the gamepad button was just pressed this frame, else returns false
func (w *Window) GetGamepadJustPressed(g Gamepad, button GamepadButton) bool {
if g == GamepadNone {
return false
}
return w.justPressedGamepad[button]
}
// Returns the gamepad axis value, ranging on -1 to +1
func (w *Window) GetGamepadAxis(g Gamepad, axis GamepadAxis) float64 {
if g == GamepadNone {
return 0
}
return w.gamepadAxis[axis]
}