go-opengl-pixel/pixelgl/joystick.go

194 lines
6.5 KiB
Go

package pixelgl
import (
"github.com/go-gl/glfw/v3.3/glfw"
)
// Joystick is a joystick or controller (gamepad).
type Joystick int
// List all of the joysticks.
const (
Joystick1 = Joystick(glfw.Joystick1)
Joystick2 = Joystick(glfw.Joystick2)
Joystick3 = Joystick(glfw.Joystick3)
Joystick4 = Joystick(glfw.Joystick4)
Joystick5 = Joystick(glfw.Joystick5)
Joystick6 = Joystick(glfw.Joystick6)
Joystick7 = Joystick(glfw.Joystick7)
Joystick8 = Joystick(glfw.Joystick8)
Joystick9 = Joystick(glfw.Joystick9)
Joystick10 = Joystick(glfw.Joystick10)
Joystick11 = Joystick(glfw.Joystick11)
Joystick12 = Joystick(glfw.Joystick12)
Joystick13 = Joystick(glfw.Joystick13)
Joystick14 = Joystick(glfw.Joystick14)
Joystick15 = Joystick(glfw.Joystick15)
Joystick16 = Joystick(glfw.Joystick16)
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.
func (w *Window) JoystickPresent(js Joystick) bool {
return w.currJoy.connected[js]
}
// JoystickName returns the name of the joystick. A disconnected joystick will return an
// empty string.
//
// This API is experimental.
func (w *Window) JoystickName(js Joystick) string {
return w.currJoy.name[js]
}
// JoystickButtonCount returns the number of buttons a connected joystick has.
//
// This API is experimental.
func (w *Window) JoystickButtonCount(js Joystick) int {
return len(w.currJoy.buttons[js])
}
// JoystickAxisCount returns the number of axes a connected joystick has.
//
// This API is experimental.
func (w *Window) JoystickAxisCount(js Joystick) int {
return len(w.currJoy.axis[js])
}
// JoystickPressed returns whether the joystick Button is currently pressed down.
// If the button index is out of range, this will return false.
//
// This API is experimental.
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 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 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 GamepadAxis) float64 {
return w.currJoy.getAxis(js, int(axis))
}
// Used internally during Window.UpdateInput to update the state of the joysticks.
func (w *Window) updateJoystickInput() {
for js := Joystick1; js <= JoystickLast; js++ {
// Determine and store if the joystick was connected
joystickPresent := glfw.Joystick(js).Present()
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
w.tempJoy.name[js] = glfw.Joystick(js).GetName()
} else {
// Use the name from the previous one
w.tempJoy.name[js] = w.currJoy.name[js]
}
} else {
w.tempJoy.buttons[js] = []glfw.Action{}
w.tempJoy.axis[js] = []float32{}
w.tempJoy.name[js] = ""
}
}
w.prevJoy = w.currJoy
w.currJoy = w.tempJoy
}
type joystickState struct {
connected [JoystickLast + 1]bool
name [JoystickLast + 1]string
buttons [JoystickLast + 1][]glfw.Action
axis [JoystickLast + 1][]float32
}
// Returns if a button on a joystick is down, returning false if the button or joystick is invalid.
func (js *joystickState) getButton(joystick Joystick, button int) bool {
// Check that the joystick and button is valid, return false by default
if js.buttons[joystick] == nil || button >= len(js.buttons[joystick]) || button < 0 {
return false
}
return js.buttons[joystick][byte(button)] == glfw.Press
}
// Returns the value of a joystick axis, returning 0 if the button or joystick is invalid.
func (js *joystickState) getAxis(joystick Joystick, axis int) float64 {
// Check that the joystick and axis is valid, return 0 by default.
if js.axis[joystick] == nil || axis >= len(js.axis[joystick]) || axis < 0 {
return 0
}
return float64(js.axis[joystick][axis])
}