Gamepad API added.

This commit is contained in:
zergon321 2020-05-09 17:17:24 +03:00
parent 914e25233f
commit 0a8feedd8a
1 changed files with 60 additions and 12 deletions

View File

@ -4,7 +4,7 @@ import (
"github.com/go-gl/glfw/v3.3/glfw"
)
// Joystick is a joystick or controller.
// Joystick is a joystick or controller (gamepad).
type Joystick int
// List all of the joysticks.
@ -29,6 +29,47 @@ const (
JoystickLast = Joystick(glfw.JoystickLast)
)
// GamepadAxis corresponds to a gamepad axis.
type GamepadAxis int
// Gamepad axis IDs.
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)
)
// GamepadButton corresponds to a gamepad button.
type GamepadButton int
// Gamepad button IDs.
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)
ButtonLast = GamepadButton(glfw.ButtonLast)
ButtonCross = GamepadButton(glfw.ButtonCross)
ButtonCircle = GamepadButton(glfw.ButtonCircle)
ButtonSquare = GamepadButton(glfw.ButtonSquare)
ButtonTriangle = GamepadButton(glfw.ButtonTriangle)
)
// JoystickPresent returns if the joystick is currently connected.
//
// This API is experimental.
@ -62,32 +103,32 @@ func (w *Window) JoystickAxisCount(js Joystick) int {
// If the button index is out of range, this will return false.
//
// This API is experimental.
func (w *Window) JoystickPressed(js Joystick, button int) bool {
return w.currJoy.getButton(js, button)
func (w *Window) JoystickPressed(js Joystick, button GamepadButton) bool {
return w.currJoy.getButton(js, int(button))
}
// JoystickJustPressed returns whether the joystick Button has just been pressed down.
// If the button index is out of range, this will return false.
//
// This API is experimental.
func (w *Window) JoystickJustPressed(js Joystick, button int) bool {
return w.currJoy.getButton(js, button) && !w.prevJoy.getButton(js, button)
func (w *Window) JoystickJustPressed(js Joystick, button GamepadButton) bool {
return w.currJoy.getButton(js, int(button)) && !w.prevJoy.getButton(js, int(button))
}
// JoystickJustReleased returns whether the joystick Button has just been released up.
// If the button index is out of range, this will return false.
//
// This API is experimental.
func (w *Window) JoystickJustReleased(js Joystick, button int) bool {
return !w.currJoy.getButton(js, button) && w.prevJoy.getButton(js, button)
func (w *Window) JoystickJustReleased(js Joystick, button GamepadButton) bool {
return !w.currJoy.getButton(js, int(button)) && w.prevJoy.getButton(js, int(button))
}
// JoystickAxis returns the value of a joystick axis at the last call to Window.Update.
// If the axis index is out of range, this will return 0.
//
// This API is experimental.
func (w *Window) JoystickAxis(js Joystick, axis int) float64 {
return w.currJoy.getAxis(js, axis)
func (w *Window) JoystickAxis(js Joystick, axis GamepadAxis) float64 {
return w.currJoy.getAxis(js, int(axis))
}
// Used internally during Window.UpdateInput to update the state of the joysticks.
@ -98,8 +139,15 @@ func (w *Window) updateJoystickInput() {
w.tempJoy.connected[js] = joystickPresent
if joystickPresent {
if glfw.Joystick(js).IsGamepad() {
gamepadInputs := glfw.Joystick(js).GetGamepadState()
w.tempJoy.buttons[js] = gamepadInputs.Buttons[:]
w.tempJoy.axis[js] = gamepadInputs.Axes[:]
} else {
w.tempJoy.buttons[js] = glfw.Joystick(js).GetButtons()
w.tempJoy.axis[js] = glfw.Joystick(js).GetAxes()
}
if !w.currJoy.connected[js] {
// The joystick was recently connected, we get the name
@ -132,7 +180,7 @@ func (js *joystickState) getButton(joystick Joystick, button int) bool {
if js.buttons[joystick] == nil || button >= len(js.buttons[joystick]) || button < 0 {
return false
}
return js.buttons[joystick][byte(button)] == 1
return js.buttons[joystick][byte(button)] == glfw.Press
}
// Returns the value of a joystick axis, returning 0 if the button or joystick is invalid.