530 lines
21 KiB
Zig
530 lines
21 KiB
Zig
//! Represents a Joystick or gamepad
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//!
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//! It can be manually crafted via e.g. `glfw.Joystick{.jid = glfw.Joystick.one}`, but more
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//! typically you'll want to discover the joystick using `glfw.Joystick.setCallback`.
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const std = @import("std");
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const c = @import("c.zig").c;
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const Window = @import("Window.zig");
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const Error = @import("errors.zig").Error;
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const getError = @import("errors.zig").getError;
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const Joystick = @This();
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/// The GLFW joystick ID.
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jid: c_int,
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/// Joystick IDs.
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///
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/// See glfw.Joystick.setCallback for how these are used.
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pub const one = c.GLFW_JOYSTICK_1;
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pub const two = c.GLFW_JOYSTICK_2;
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pub const three = c.GLFW_JOYSTICK_3;
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pub const four = c.GLFW_JOYSTICK_4;
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pub const five = c.GLFW_JOYSTICK_5;
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pub const six = c.GLFW_JOYSTICK_6;
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pub const seven = c.GLFW_JOYSTICK_7;
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pub const eight = c.GLFW_JOYSTICK_8;
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pub const nine = c.GLFW_JOYSTICK_9;
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pub const ten = c.GLFW_JOYSTICK_10;
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pub const eleven = c.GLFW_JOYSTICK_11;
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pub const twelve = c.GLFW_JOYSTICK_12;
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pub const thirteen = c.GLFW_JOYSTICK_13;
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pub const fourteen = c.GLFW_JOYSTICK_14;
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pub const fifteen = c.GLFW_JOYSTICK_15;
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pub const sixteen = c.GLFW_JOYSTICK_16;
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pub const last = c.GLFW_JOYSTICK_LAST;
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/// Gamepad input state
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///
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/// This describes the input state of a gamepad.
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///
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/// see also: gamepad, glfwGetGamepadState
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const GamepadState = extern struct {
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/// The states of each gamepad button (see gamepad_buttons), `glfw.press` or `glfw.release`.
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buttons: [15]u8,
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/// The states of each gamepad axis (see gamepad_axes), in the range -1.0 to 1.0 inclusive.
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axes: [6]f32,
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};
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/// Returns whether the specified joystick is present.
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///
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/// This function returns whether the specified joystick is present.
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///
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/// There is no need to call this function before other functions that accept a joystick ID, as
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/// they all check for presence before performing any other work.
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///
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/// @return `true` if the joystick is present, or `false` otherwise.
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///
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/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
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///
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/// @thread_safety This function must only be called from the main thread.
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///
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/// see also: joystick
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pub inline fn present(self: Joystick) Error!bool {
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const is_present = c.glfwJoystickPresent(self.jid);
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try getError();
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return is_present == c.GLFW_TRUE;
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}
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/// Returns the values of all axes of the specified joystick.
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///
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/// This function returns the values of all axes of the specified joystick. Each element in the
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/// array is a value between -1.0 and 1.0.
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///
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/// If the specified joystick is not present this function will return null but will not generate
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/// an error. This can be used instead of first calling glfw.Joystick.present.
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///
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/// @return An array of axis values, or null if the joystick is not present.
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///
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/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
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///
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/// @pointer_lifetime The returned array is allocated and freed by GLFW. You should not free it
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/// yourself. It is valid until the specified joystick is disconnected or the library is
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/// terminated.
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///
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/// @thread_safety This function must only be called from the main thread.
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///
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/// see also: joystick_axis
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/// Replaces `glfwGetJoystickPos`.
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pub inline fn getAxes(self: Joystick) Error!?[]const f32 {
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var count: c_int = undefined;
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const axes = c.glfwGetJoystickAxes(self.jid, &count);
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try getError();
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if (axes == null) return null;
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return axes[0..@intCast(usize, count)];
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}
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/// Returns the state of all buttons of the specified joystick.
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///
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/// This function returns the state of all buttons of the specified joystick. Each element in the
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/// array is either `glfw.press` or `glfw.release`.
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///
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/// For backward compatibility with earlier versions that did not have glfw.Joystick.getHats, the
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/// button array also includes all hats, each represented as four buttons. The hats are in the same
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/// order as returned by glfw.Joystick.getHats and are in the order _up_, _right_, _down_ and
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/// _left_. To disable these extra buttons, set the glfw.joystick_hat_buttons init hint before
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/// initialization.
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///
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/// If the specified joystick is not present this function will return null but will not generate an
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/// error. This can be used instead of first calling glfw.Joystick.present.
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///
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/// @return An array of button states, or null if the joystick is not present.
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///
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/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
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///
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/// @pointer_lifetime The returned array is allocated and freed by GLFW. You should not free it
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/// yourself. It is valid until the specified joystick is disconnected or the library is terminated.
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///
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/// @thread_safety This function must only be called from the main thread.
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///
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/// see also: joystick_button
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pub inline fn getButtons(self: Joystick) Error!?[]const u8 {
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var count: c_int = undefined;
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const buttons = c.glfwGetJoystickButtons(self.jid, &count);
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try getError();
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if (buttons == null) return null;
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return buttons[0..@intCast(usize, count)];
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}
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// TODO(joystick)
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// /// Returns the state of all hats of the specified joystick.
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// ///
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// /// This function returns the state of all hats of the specified joystick.
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// /// Each element in the array is one of the following values:
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// ///
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// /// Name | Value
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// /// ---- | -----
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// /// `GLFW_HAT_CENTERED` | 0
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// /// `GLFW_HAT_UP` | 1
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// /// `GLFW_HAT_RIGHT` | 2
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// /// `GLFW_HAT_DOWN` | 4
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// /// `GLFW_HAT_LEFT` | 8
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// /// `GLFW_HAT_RIGHT_UP` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_UP`
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// /// `GLFW_HAT_RIGHT_DOWN` | `GLFW_HAT_RIGHT` \| `GLFW_HAT_DOWN`
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// /// `GLFW_HAT_LEFT_UP` | `GLFW_HAT_LEFT` \| `GLFW_HAT_UP`
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// /// `GLFW_HAT_LEFT_DOWN` | `GLFW_HAT_LEFT` \| `GLFW_HAT_DOWN`
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// ///
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// /// The diagonal directions are bitwise combinations of the primary (up, right,
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// /// down and left) directions and you can test for these individually by ANDing
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// /// it with the corresponding direction.
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// ///
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// /// @code
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// /// if (hats[2] & GLFW_HAT_RIGHT)
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// /// {
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// /// // State of hat 2 could be right-up, right or right-down
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// /// }
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// /// @endcode
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// ///
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// /// If the specified joystick is not present this function will return null
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// /// but will not generate an error. This can be used instead of first calling
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// /// @ref glfwJoystickPresent.
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// ///
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// /// @param[in] jid The [joystick](@ref joysticks) to query.
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// /// @param[out] count Where to store the number of hat states in the returned
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// /// array. This is set to zero if the joystick is not present or an error
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// /// occurred.
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// /// @return An array of hat states, or null if the joystick is not present
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// /// or an error occurred.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
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// ///
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// /// @pointer_lifetime The returned array is allocated and freed by GLFW. You
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// /// should not free it yourself. It is valid until the specified joystick is
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// /// disconnected, this function is called again for that joystick or the library
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// /// is terminated.
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// ///
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// /// @thread_safety This function must only be called from the main thread.
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// ///
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// /// see also: joystick_hat
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// ///
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// ///
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// /// @ingroup input
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// GLFWAPI const unsigned char* glfwGetJoystickHats(int jid, int* count);
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// TODO(joystick)
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// /// Returns the name of the specified joystick.
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// ///
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// /// This function returns the name, encoded as UTF-8, of the specified joystick.
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// /// The returned string is allocated and freed by GLFW. You should not free it
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// /// yourself.
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// ///
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// /// If the specified joystick is not present this function will return null
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// /// but will not generate an error. This can be used instead of first calling
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// /// @ref glfwJoystickPresent.
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// ///
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// /// @param[in] jid The [joystick](@ref joysticks) to query.
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// /// @return The UTF-8 encoded name of the joystick, or null if the joystick
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// /// is not present or an error occurred.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
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// ///
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// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
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// /// should not free it yourself. It is valid until the specified joystick is
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// /// disconnected or the library is terminated.
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// ///
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// /// @thread_safety This function must only be called from the main thread.
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// ///
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// /// see also: joystick_name
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// ///
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// ///
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// /// @ingroup input
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// GLFWAPI const char* glfwGetJoystickName(int jid);
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// TODO(joystick)
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// /// Returns the SDL compatible GUID of the specified joystick.
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// ///
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// /// This function returns the SDL compatible GUID, as a UTF-8 encoded
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// /// hexadecimal string, of the specified joystick. The returned string is
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// /// allocated and freed by GLFW. You should not free it yourself.
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// ///
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// /// The GUID is what connects a joystick to a gamepad mapping. A connected
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// /// joystick will always have a GUID even if there is no gamepad mapping
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// /// assigned to it.
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// ///
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// /// If the specified joystick is not present this function will return null
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// /// but will not generate an error. This can be used instead of first calling
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// /// @ref glfwJoystickPresent.
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// ///
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// /// The GUID uses the format introduced in SDL 2.0.5. This GUID tries to
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// /// uniquely identify the make and model of a joystick but does not identify
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// /// a specific unit, e.g. all wired Xbox 360 controllers will have the same
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// /// GUID on that platform. The GUID for a unit may vary between platforms
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// /// depending on what hardware information the platform specific APIs provide.
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// ///
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// /// @param[in] jid The [joystick](@ref joysticks) to query.
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// /// @return The UTF-8 encoded GUID of the joystick, or null if the joystick
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// /// is not present or an error occurred.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
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// ///
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// /// @pointer_lifetime The returned string is allocated and freed by GLFW. You
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// /// should not free it yourself. It is valid until the specified joystick is
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// /// disconnected or the library is terminated.
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// ///
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// /// @thread_safety This function must only be called from the main thread.
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// ///
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// /// see also: gamepad
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// ///
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// ///
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// /// @ingroup input
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// GLFWAPI const char* glfwGetJoystickGUID(int jid);
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/// Sets the user pointer of the specified joystick.
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///
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/// This function sets the user-defined pointer of the specified joystick. The current value is
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/// retained until the joystick is disconnected. The initial value is null.
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///
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/// This function may be called from the joystick callback, even for a joystick that is being disconnected.
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///
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/// @thread_safety This function may be called from any thread. Access is not synchronized.
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///
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/// see also: joystick_userptr, glfw.Joystick.getUserPointer
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pub inline fn setUserPointer(self: Joystick, Type: anytype, pointer: Type) void {
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c.glfwSetJoystickUserPointer(self.jid, @ptrCast(*c_void, pointer));
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getError() catch {};
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}
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/// Returns the user pointer of the specified joystick.
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///
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/// This function returns the current value of the user-defined pointer of the specified joystick.
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/// The initial value is null.
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///
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/// This function may be called from the joystick callback, even for a joystick that is being
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/// disconnected.
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///
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/// @thread_safety This function may be called from any thread. Access is not synchronized.
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///
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/// see also: joystick_userptr, glfw.Joystick.setUserPointer
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pub inline fn getUserPointer(self: Joystick, Type: anytype) ?Type {
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const ptr = c.glfwGetJoystickUserPointer(self.jid);
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if (ptr) |p| return @ptrCast(Type, @alignCast(@alignOf(Type), p));
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return null;
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}
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var _callback: ?fn (joystick: Joystick, event: isize) void = null;
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fn callbackWrapper(jid: c_int, event: c_int) callconv(.C) void {
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_callback.?(Joystick{ .jid = jid }, @intCast(isize, event));
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}
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// TODO(joystick)
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/// Sets the joystick configuration callback.
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///
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/// This function sets the joystick configuration callback, or removes the currently set callback.
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/// This is called when a joystick is connected to or disconnected from the system.
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///
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/// For joystick connection and disconnection events to be delivered on all platforms, you need to
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/// call one of the event processing (see events) functions. Joystick disconnection may also be
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/// detected and the callback called by joystick functions. The function will then return whatever
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/// it returns if the joystick is not present.
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///
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/// @param[in] callback The new callback, or null to remove the currently set callback.
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///
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/// @callback_param `jid` The joystick that was connected or disconnected.
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/// @callback_param `event` One of `glfw.connected` or `glfw.disconnected`. Future releases may add
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/// more events.
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///
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/// Possible errors include glfw.Error.NotInitialized.
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///
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/// @thread_safety This function must only be called from the main thread.
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///
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/// see also: joystick_event
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pub inline fn setCallback(callback: ?fn (joystick: Joystick, event: isize) void) void {
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_callback = callback;
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_ = if (_callback != null) c.glfwSetJoystickCallback(callbackWrapper) else c.glfwSetJoystickCallback(null);
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// The only error this could return would be glfw.Error.NotInitialized, which should
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// definitely have occurred before calls to this. Returning an error here makes the API
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// awkward to use, so we discard it instead.
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getError() catch {};
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}
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/// Adds the specified SDL_GameControllerDB gamepad mappings.
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///
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/// This function parses the specified ASCII encoded string and updates the internal list with any
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/// gamepad mappings it finds. This string may contain either a single gamepad mapping or many
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/// mappings separated by newlines. The parser supports the full format of the `gamecontrollerdb.txt`
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/// source file including empty lines and comments.
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///
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/// See gamepad_mapping for a description of the format.
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///
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/// If there is already a gamepad mapping for a given GUID in the internal list, it will be
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/// replaced by the one passed to this function. If the library is terminated and re-initialized
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/// the internal list will revert to the built-in default.
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///
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/// @param[in] string The string containing the gamepad mappings.
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///
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/// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidValue.
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///
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/// @thread_safety This function must only be called from the main thread.
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///
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/// see also: gamepad, glfw.Joystick.isGamepad, glfwGetGamepadName
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///
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///
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/// @ingroup input
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pub inline fn updateGamepadMappings(gamepad_mappings: [*c]const u8) Error!void {
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_ = c.glfwUpdateGamepadMappings(gamepad_mappings);
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try getError();
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}
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/// Returns whether the specified joystick has a gamepad mapping.
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///
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/// This function returns whether the specified joystick is both present and has a gamepad mapping.
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///
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/// If the specified joystick is present but does not have a gamepad mapping this function will
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/// return `false` but will not generate an error. Call glfw.Joystick.present to check if a
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/// joystick is present regardless of whether it has a mapping.
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///
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/// @return `true` if a joystick is both present and has a gamepad mapping, or `false` otherwise.
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///
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/// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
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///
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/// @thread_safety This function must only be called from the main thread.
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///
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/// see also: gamepad, glfw.Joystick.getGamepadState
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pub inline fn isGamepad(self: Joystick) bool {
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const is_gamepad = c.glfwJoystickIsGamepad(self.jid);
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// The only error this could return would be glfw.Error.NotInitialized, which should
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// definitely have occurred before calls to this, or glfw.Error.InvalidEnum if the joystick ID
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// is wrong. Returning an error here makes the API awkward to use, so we discard it instead.
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getError() catch {};
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return is_gamepad == c.GLFW_TRUE;
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}
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/// Returns the human-readable gamepad name for the specified joystick.
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///
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/// This function returns the human-readable name of the gamepad from the gamepad mapping assigned
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/// to the specified joystick.
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///
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/// If the specified joystick is not present or does not have a gamepad mapping this function will
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/// return null, not an error. Call glfw.Joystick.present to check whether it is
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/// present regardless of whether it has a mapping.
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///
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/// @return The UTF-8 encoded name of the gamepad, or null if the joystick is not present or does
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/// not have a mapping.
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///
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/// @pointer_lifetime The returned string is allocated and freed by GLFW. You should not free it
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/// yourself. It is valid until the specified joystick is disconnected, the gamepad mappings are
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/// updated or the library is terminated.
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///
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/// @thread_safety This function must only be called from the main thread.
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///
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/// see also: gamepad, glfw.Joystick.isGamepad
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pub inline fn getGamepadName(self: Joystick) Error!?[*c]const u8 {
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const name = c.glfwGetGamepadName(self.jid);
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try getError();
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return name;
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}
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/// Retrieves the state of the joystick remapped as a gamepad.
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///
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/// This function retrieves the state of the joystick remapped to an Xbox-like gamepad.
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///
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/// If the specified joystick is not present or does not have a gamepad mapping this function will
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/// return `false`. Call glfw.joystickPresent to check whether it is present regardless of whether
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/// it has a mapping.
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///
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/// The Guide button may not be available for input as it is often hooked by the system or the
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/// Steam client.
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///
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/// Not all devices have all the buttons or axes provided by GamepadState. Unavailable buttons
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/// and axes will always report `glfw.release` and 0.0 respectively.
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///
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/// @param[in] jid The joystick (see joysticks) to query.
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/// @param[out] state The gamepad input state of the joystick.
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/// @return the gamepad input state if successful, or null if no joystick is connected or it has no
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/// gamepad mapping.
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///
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/// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
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///
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/// @thread_safety This function must only be called from the main thread.
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///
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/// see also: gamepad, glfw.UpdateGamepadMappings, glfw.Joystick.isGamepad
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pub inline fn getGamepadState(self: Joystick) Error!?GamepadState {
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var state: GamepadState = undefined;
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const success = c.glfwGetGamepadState(self.jid, @ptrCast(*c.GLFWgamepadstate, &state));
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try getError();
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return if (success == c.GLFW_TRUE) state else null;
|
|
}
|
|
|
|
test "present" {
|
|
const glfw = @import("main.zig");
|
|
try glfw.init();
|
|
defer glfw.terminate();
|
|
|
|
const joystick = glfw.Joystick{ .jid = glfw.Joystick.one };
|
|
|
|
_ = joystick.present() catch |err| std.debug.print("failed to detect joystick, joysticks not supported? error={}\n", .{err});
|
|
}
|
|
|
|
test "getAxes" {
|
|
const glfw = @import("main.zig");
|
|
try glfw.init();
|
|
defer glfw.terminate();
|
|
|
|
const joystick = glfw.Joystick{ .jid = glfw.Joystick.one };
|
|
|
|
_ = joystick.getAxes() catch |err| std.debug.print("failed to get joystick axes, joysticks not supported? error={}\n", .{err});
|
|
}
|
|
|
|
test "getButtons" {
|
|
const glfw = @import("main.zig");
|
|
try glfw.init();
|
|
defer glfw.terminate();
|
|
|
|
const joystick = glfw.Joystick{ .jid = glfw.Joystick.one };
|
|
|
|
_ = joystick.getButtons() catch |err| std.debug.print("failed to get joystick buttons, joysticks not supported? error={}\n", .{err});
|
|
}
|
|
|
|
test "setUserPointer_syntax" {
|
|
const glfw = @import("main.zig");
|
|
try glfw.init();
|
|
defer glfw.terminate();
|
|
|
|
const joystick = glfw.Joystick{ .jid = glfw.Joystick.one };
|
|
|
|
// Must be called from joystick callback, we cannot test it.
|
|
_ = joystick.setUserPointer;
|
|
}
|
|
|
|
test "getUserPointer_syntax" {
|
|
const glfw = @import("main.zig");
|
|
try glfw.init();
|
|
defer glfw.terminate();
|
|
|
|
const joystick = glfw.Joystick{ .jid = glfw.Joystick.one };
|
|
|
|
// Must be called from joystick callback, we cannot test it.
|
|
_ = joystick.getUserPointer;
|
|
}
|
|
|
|
test "setCallback" {
|
|
const glfw = @import("main.zig");
|
|
try glfw.init();
|
|
defer glfw.terminate();
|
|
|
|
glfw.Joystick.setCallback((struct {
|
|
pub fn callback(joystick: Joystick, event: isize) void {
|
|
_ = joystick;
|
|
_ = event;
|
|
}
|
|
}).callback);
|
|
}
|
|
|
|
test "updateGamepadMappings_syntax" {
|
|
// We don't have a gamepad mapping to test with, just confirm the syntax is good.
|
|
_ = updateGamepadMappings;
|
|
}
|
|
|
|
test "isGamepad" {
|
|
const glfw = @import("main.zig");
|
|
try glfw.init();
|
|
defer glfw.terminate();
|
|
|
|
const joystick = glfw.Joystick{ .jid = glfw.Joystick.one };
|
|
_ = joystick.isGamepad();
|
|
}
|
|
|
|
test "getGamepadName" {
|
|
const glfw = @import("main.zig");
|
|
try glfw.init();
|
|
defer glfw.terminate();
|
|
|
|
const joystick = glfw.Joystick{ .jid = glfw.Joystick.one };
|
|
_ = joystick.getGamepadName() catch |err| std.debug.print("failed to get gamepad name, joysticks not supported? error={}\n", .{err});
|
|
}
|
|
|
|
test "getGamepadState" {
|
|
const glfw = @import("main.zig");
|
|
try glfw.init();
|
|
defer glfw.terminate();
|
|
|
|
const joystick = glfw.Joystick{ .jid = glfw.Joystick.one };
|
|
_ = joystick.getGamepadState() catch |err| std.debug.print("failed to get gamepad state, joysticks not supported? error={}\n", .{err});
|
|
}
|