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gamecontroller.go
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gamecontroller.go
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package sdl
// #include "sdl_wrapper.h"
import "C"
import "unsafe"
import "encoding/binary"
const (
CONTROLLER_BINDTYPE_NONE = C.SDL_CONTROLLER_BINDTYPE_NONE
CONTROLLER_BINDTYPE_BUTTON = C.SDL_CONTROLLER_BINDTYPE_BUTTON
CONTROLLER_BINDTYPE_AXIS = C.SDL_CONTROLLER_BINDTYPE_AXIS
CONTROLLER_BINDTYPE_HAT = C.SDL_CONTROLLER_BINDTYPE_HAT
)
const (
CONTROLLER_AXIS_INVALID = C.SDL_CONTROLLER_AXIS_INVALID
CONTROLLER_AXIS_LEFTX = C.SDL_CONTROLLER_AXIS_LEFTX
CONTROLLER_AXIS_LEFTY = C.SDL_CONTROLLER_AXIS_LEFTY
CONTROLLER_AXIS_RIGHTX = C.SDL_CONTROLLER_AXIS_RIGHTX
CONTROLLER_AXIS_RIGHTY = C.SDL_CONTROLLER_AXIS_RIGHTY
CONTROLLER_AXIS_TRIGGERLEFT = C.SDL_CONTROLLER_AXIS_TRIGGERLEFT
CONTROLLER_AXIS_TRIGGERRIGHT = C.SDL_CONTROLLER_AXIS_TRIGGERRIGHT
CONTROLLER_AXIS_MAX = C.SDL_CONTROLLER_AXIS_MAX
)
const (
CONTROLLER_BUTTON_INVALID = C.SDL_CONTROLLER_BUTTON_INVALID
CONTROLLER_BUTTON_A = C.SDL_CONTROLLER_BUTTON_A
CONTROLLER_BUTTON_B = C.SDL_CONTROLLER_BUTTON_B
CONTROLLER_BUTTON_X = C.SDL_CONTROLLER_BUTTON_X
CONTROLLER_BUTTON_Y = C.SDL_CONTROLLER_BUTTON_Y
CONTROLLER_BUTTON_BACK = C.SDL_CONTROLLER_BUTTON_BACK
CONTROLLER_BUTTON_GUIDE = C.SDL_CONTROLLER_BUTTON_GUIDE
CONTROLLER_BUTTON_START = C.SDL_CONTROLLER_BUTTON_START
CONTROLLER_BUTTON_LEFTSTICK = C.SDL_CONTROLLER_BUTTON_LEFTSTICK
CONTROLLER_BUTTON_RIGHTSTICK = C.SDL_CONTROLLER_BUTTON_RIGHTSTICK
CONTROLLER_BUTTON_LEFTSHOULDER = C.SDL_CONTROLLER_BUTTON_LEFTSHOULDER
CONTROLLER_BUTTON_RIGHTSHOULDER = C.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
CONTROLLER_BUTTON_DPAD_UP = C.SDL_CONTROLLER_BUTTON_DPAD_UP
CONTROLLER_BUTTON_DPAD_DOWN = C.SDL_CONTROLLER_BUTTON_DPAD_DOWN
CONTROLLER_BUTTON_DPAD_LEFT = C.SDL_CONTROLLER_BUTTON_DPAD_LEFT
CONTROLLER_BUTTON_DPAD_RIGHT = C.SDL_CONTROLLER_BUTTON_DPAD_RIGHT
CONTROLLER_BUTTON_MAX = C.SDL_CONTROLLER_BUTTON_MAX
)
type GameControllerBindType C.SDL_GameControllerBindType
type GameControllerAxis C.SDL_GameControllerAxis
type GameControllerButton C.SDL_GameControllerButton
type GameController C.SDL_GameController
type GameControllerButtonBind C.SDL_GameControllerButtonBind
func (ctrl *GameController) cptr() *C.SDL_GameController {
return (*C.SDL_GameController)(unsafe.Pointer(ctrl))
}
func (axis GameControllerAxis) c() C.SDL_GameControllerAxis {
return C.SDL_GameControllerAxis(axis)
}
func (btn GameControllerButton) c() C.SDL_GameControllerButton {
return C.SDL_GameControllerButton(btn)
}
// GameControllerAddMapping (https://wiki.libsdl.org/SDL_GameControllerAddMapping)
func GameControllerAddMapping(mappingString string) int {
_mappingString := C.CString(mappingString)
defer C.free(unsafe.Pointer(_mappingString))
return int(C.SDL_GameControllerAddMapping(_mappingString))
}
// GameControllerMappingForGUID (https://wiki.libsdl.org/SDL_GameControllerMappingForGUID)
func GameControllerMappingForGUID(guid JoystickGUID) string {
return C.GoString(C.SDL_GameControllerMappingForGUID(guid.c()))
}
// GameControllerMapping (https://wiki.libsdl.org/SDL_GameControllerMapping)
func GameControllerMapping(ctrl *GameController) string {
return C.GoString(C.SDL_GameControllerMapping(ctrl.cptr()))
}
// IsGameController (https://wiki.libsdl.org/SDL_IsGameController)
func IsGameController(index int) bool {
return C.SDL_IsGameController(C.int(index)) > 0
}
// GameControllerNameForIndex (https://wiki.libsdl.org/SDL_GameControllerNameForIndex)
func GameControllerNameForIndex(index int) string {
return C.GoString(C.SDL_GameControllerNameForIndex(C.int(index)))
}
// GameControllerOpen (https://wiki.libsdl.org/SDL_GameControllerOpen)
func GameControllerOpen(index int) *GameController {
return (*GameController)(unsafe.Pointer(C.SDL_GameControllerOpen(C.int(index))))
}
// GameController (https://wiki.libsdl.org/SDL_GameControllerName)
func (ctrl *GameController) Name() string {
return C.GoString(C.SDL_GameControllerName(ctrl.cptr()))
}
// GameController (https://wiki.libsdl.org/SDL_GameControllerGetAttached)
func (ctrl *GameController) GetAttached() bool {
return C.SDL_GameControllerGetAttached(ctrl.cptr()) > 0
}
// GameController (https://wiki.libsdl.org/SDL_GameControllerGetJoystick)
func (ctrl *GameController) GetJoystick() *Joystick {
return (*Joystick)(unsafe.Pointer(C.SDL_GameControllerGetJoystick(ctrl.cptr())))
}
// GameControllerEventState (https://wiki.libsdl.org/SDL_GameControllerEventState)
func GameControllerEventState(state int) int {
return int(C.SDL_GameControllerEventState(C.int(state)))
}
// GameControllerUpdate (https://wiki.libsdl.org/SDL_GameControllerUpdate)
func GameControllerUpdate() {
C.SDL_GameControllerUpdate()
}
// GameControllerGetAxisFromString (https://wiki.libsdl.org/SDL_GameControllerGetAxisFromString)
func GameControllerGetAxisFromString(pchString string) GameControllerAxis {
_pchString := C.CString(pchString)
defer C.free(unsafe.Pointer(_pchString))
return GameControllerAxis(C.SDL_GameControllerGetAxisFromString(_pchString))
}
// GameControllerGetStringForAxis (https://wiki.libsdl.org/SDL_GameControllerGetStringForAxis)
func GameControllerGetStringForAxis(axis GameControllerAxis) string {
return C.GoString(C.SDL_GameControllerGetStringForAxis(axis.c()))
}
// GameController (https://wiki.libsdl.org/SDL_GameControllerGetBindForAxis)
func (ctrl *GameController) GetBindForAxis(axis GameControllerAxis) GameControllerButtonBind {
return GameControllerButtonBind(C.SDL_GameControllerGetBindForAxis(ctrl.cptr(), axis.c()))
}
// GameController (https://wiki.libsdl.org/SDL_GameControllerGetAxis)
func (ctrl *GameController) GetAxis(axis GameControllerAxis) int16 {
return int16(C.SDL_GameControllerGetAxis(ctrl.cptr(), axis.c()))
}
// GameControllerGetButtonFromString (https://wiki.libsdl.org/SDL_GameControllerGetButtonFromString)
func GameControllerGetButtonFromString(pchString string) GameControllerButton {
_pchString := C.CString(pchString)
defer C.free(unsafe.Pointer(_pchString))
return GameControllerButton(C.SDL_GameControllerGetButtonFromString(_pchString))
}
// GameControllerGetStringForButton (https://wiki.libsdl.org/SDL_GameControllerGetStringForButton)
func GameControllerGetStringForButton(btn GameControllerButton) string {
return C.GoString(C.SDL_GameControllerGetStringForButton(btn.c()))
}
// GameController (https://wiki.libsdl.org/SDL_GameControllerGetBindForButton)
func (ctrl *GameController) GetBindForButton(btn GameControllerButton) GameControllerButtonBind {
return GameControllerButtonBind(C.SDL_GameControllerGetBindForButton(ctrl.cptr(), btn.c()))
}
// GameController (https://wiki.libsdl.org/SDL_GameControllerGetButton)
func (ctrl *GameController) GetButton(btn GameControllerButton) byte {
return byte(C.SDL_GameControllerGetButton(ctrl.cptr(), btn.c()))
}
// GameController (https://wiki.libsdl.org/SDL_GameControllerClose)
func (ctrl *GameController) Close() {
C.SDL_GameControllerClose(ctrl.cptr())
}
func (bind *GameControllerButtonBind) Type() int {
return int(bind.bindType)
}
func (bind *GameControllerButtonBind) Button() int {
val, _ := binary.Varint(bind.value[:4])
return int(val)
}
func (bind *GameControllerButtonBind) Axis() int {
val, _ := binary.Varint(bind.value[:4])
return int(val)
}
func (bind *GameControllerButtonBind) Hat() int {
val, _ := binary.Varint(bind.value[:4])
return int(val)
}
func (bind *GameControllerButtonBind) HatMask() int {
val, _ := binary.Varint(bind.value[4:8])
return int(val)
}