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controller.go
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controller.go
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// Copyright 2021 Google LLC
//
// 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 input
import (
"github.com/hajimehoshi/ebiten/v2"
)
type impulse struct {
Name string
Held bool
JustHit bool
keys []ebiten.Key
padControls padControls
}
var (
Left = (&impulse{Name: "Left", keys: leftKeys, padControls: leftPad}).register()
Right = (&impulse{Name: "Right", keys: rightKeys, padControls: rightPad}).register()
Up = (&impulse{Name: "Up", keys: upKeys, padControls: upPad}).register()
Down = (&impulse{Name: "Down", keys: downKeys, padControls: downPad}).register()
Jump = (&impulse{Name: "Jump", keys: jumpKeys, padControls: jumpPad}).register()
Action = (&impulse{Name: "Action", keys: actionKeys, padControls: actionPad}).register()
Exit = (&impulse{Name: "Exit", keys: exitKeys, padControls: exitPad}).register()
Fullscreen = (&impulse{Name: "Fullscreen", keys: fullscreenKeys /* no padControls */}).register()
impulses = []*impulse{}
usingGamepad bool
// Wait for first frame to detect initial gamepad situation.
firstUpdate = true
)
func (i *impulse) register() *impulse {
impulses = append(impulses, i)
return i
}
func (i *impulse) update() {
keyboardHeld := i.keyboardPressed()
gamepadHeld := i.gamepadPressed()
held := keyboardHeld || gamepadHeld
if held && !i.Held {
i.JustHit = true
// Whenever a new key is pressed, update the flag whether we're actually
// _using_ the gamepad. Used for some in-game text messages.
if keyboardHeld != gamepadHeld {
usingGamepad = gamepadHeld
}
} else {
i.JustHit = false
}
i.Held = held
}
func Init() error {
gamepadInit()
return nil
}
func Update() {
gamepadScan()
if firstUpdate {
// At first, assume gamepad whenever one is present.
usingGamepad = len(gamepads) > 0
firstUpdate = false
}
for _, i := range impulses {
i.update()
}
}
func UsingGamepad() bool {
return usingGamepad
}