ebiten/inpututil/inpututil.go

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// Copyright 2018 The Ebiten Authors
//
// 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 inpututil provides utility functions of input like keyboard or mouse.
//
// Note: This package is experimental and API might be changed.
package inpututil
import (
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/internal/hooks"
"github.com/hajimehoshi/ebiten/internal/sync"
)
type inputState struct {
keyStates map[ebiten.Key]int
prevKeyStates map[ebiten.Key]int
mouseButtonStates map[ebiten.MouseButton]int
prevMouseButtonStates map[ebiten.MouseButton]int
gamepadButtonStates map[int]map[ebiten.GamepadButton]int
prevGamepadButtonStates map[int]map[ebiten.GamepadButton]int
touchStates map[int]int
prevTouchStates map[int]int
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m sync.RWMutex
}
var theInputState = &inputState{
keyStates: map[ebiten.Key]int{},
prevKeyStates: map[ebiten.Key]int{},
mouseButtonStates: map[ebiten.MouseButton]int{},
prevMouseButtonStates: map[ebiten.MouseButton]int{},
gamepadButtonStates: map[int]map[ebiten.GamepadButton]int{},
prevGamepadButtonStates: map[int]map[ebiten.GamepadButton]int{},
touchStates: map[int]int{},
prevTouchStates: map[int]int{},
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}
func init() {
hooks.AppendHookOnBeforeUpdate(func() error {
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theInputState.update()
return nil
})
}
func (i *inputState) update() {
i.m.Lock()
defer i.m.Unlock()
// Keyboard
for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
i.prevKeyStates[k] = i.keyStates[k]
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if ebiten.IsKeyPressed(k) {
i.keyStates[k]++
} else {
i.keyStates[k] = 0
}
}
// Mouse
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for _, b := range []ebiten.MouseButton{
ebiten.MouseButtonLeft,
ebiten.MouseButtonRight,
ebiten.MouseButtonMiddle,
} {
i.prevMouseButtonStates[b] = i.mouseButtonStates[b]
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if ebiten.IsMouseButtonPressed(b) {
i.mouseButtonStates[b]++
} else {
i.mouseButtonStates[b] = 0
}
}
// Gamepads
// Reset the previous states first since some gamepad IDs might be already gone.
for id := range i.prevGamepadButtonStates {
for b := range i.prevGamepadButtonStates[id] {
i.prevGamepadButtonStates[id][b] = 0
}
}
ids := map[int]struct{}{}
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for _, id := range ebiten.GamepadIDs() {
ids[id] = struct{}{}
if _, ok := i.prevGamepadButtonStates[id]; !ok {
i.prevGamepadButtonStates[id] = map[ebiten.GamepadButton]int{}
}
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if _, ok := i.gamepadButtonStates[id]; !ok {
i.gamepadButtonStates[id] = map[ebiten.GamepadButton]int{}
}
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n := ebiten.GamepadButtonNum(id)
for b := ebiten.GamepadButton(0); b < ebiten.GamepadButton(n); b++ {
i.prevGamepadButtonStates[id][b] = i.gamepadButtonStates[id][b]
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if ebiten.IsGamepadButtonPressed(id, b) {
i.gamepadButtonStates[id][b]++
} else {
i.gamepadButtonStates[id][b] = 0
}
}
}
idsToDelete := []int{}
for id := range i.gamepadButtonStates {
if _, ok := ids[id]; !ok {
idsToDelete = append(idsToDelete, id)
}
}
for _, id := range idsToDelete {
delete(i.gamepadButtonStates, id)
}
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// Touches
ids = map[int]struct{}{}
// Reset the previous states first since some gamepad IDs might be already gone.
for id := range i.prevTouchStates {
i.prevTouchStates[id] = 0
}
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for _, t := range ebiten.Touches() {
ids[t.ID()] = struct{}{}
i.prevTouchStates[t.ID()] = i.touchStates[t.ID()]
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i.touchStates[t.ID()]++
}
idsToDelete = []int{}
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for id := range i.touchStates {
if _, ok := ids[id]; !ok {
idsToDelete = append(idsToDelete, id)
}
}
for _, id := range idsToDelete {
delete(i.touchStates, id)
}
}
// IsKeyJustPressed returns a boolean value indicating
// whether the given key is pressed just in the current frame.
//
// IsKeyJustPressed is concurrent safe.
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func IsKeyJustPressed(key ebiten.Key) bool {
return KeyPressDuration(key) == 1
}
// IsKeyJustReleased returns a boolean value indicating
// whether the given key is released just in the current frame.
//
// IsKeyJustReleased is concurrent safe.
func IsKeyJustReleased(key ebiten.Key) bool {
theInputState.m.RLock()
r := theInputState.keyStates[key] == 0 && theInputState.prevKeyStates[key] > 0
theInputState.m.RUnlock()
return r
}
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// KeyPressDuration returns how long the key is pressed in frames.
//
// KeyPressDuration is concurrent safe.
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func KeyPressDuration(key ebiten.Key) int {
theInputState.m.RLock()
s := theInputState.keyStates[key]
theInputState.m.RUnlock()
return s
}
// IsMouseButtonJustPressed returns a boolean value indicating
// whether the given mouse button is pressed just in the current frame.
//
// IsMouseButtonJustPressed is concurrent safe.
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func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
return MouseButtonPressDuration(button) == 1
}
// IsMouseButtonJustReleased returns a boolean value indicating
// whether the given mouse button is released just in the current frame.
//
// IsMouseButtonJustReleased is concurrent safe.
func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
theInputState.m.RLock()
r := theInputState.mouseButtonStates[button] == 0 &&
theInputState.prevMouseButtonStates[button] > 0
theInputState.m.RUnlock()
return r
}
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// MouseButtonPressDuration returns how long the mouse button is pressed in frames.
//
// MouseButtonPressDuration is concurrent safe.
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func MouseButtonPressDuration(button ebiten.MouseButton) int {
theInputState.m.RLock()
s := theInputState.mouseButtonStates[button]
theInputState.m.RUnlock()
return s
}
// IsGamepadButtonJustPressed returns a boolean value indicating
// whether the given gamepad button of the gamepad id is pressed just in the current frame.
//
// IsGamepadButtonJustPressed is concurrent safe.
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func IsGamepadButtonJustPressed(id int, button ebiten.GamepadButton) bool {
return GamepadButtonPressDuration(id, button) == 1
}
// IsGamepadButtonJustReleased returns a boolean value indicating
// whether the given gamepad button of the gamepad id is released just in the current frame.
//
// IsGamepadButtonJustReleased is concurrent safe.
func IsGamepadButtonJustReleased(id int, button ebiten.GamepadButton) bool {
theInputState.m.RLock()
prev := 0
if _, ok := theInputState.prevGamepadButtonStates[id]; ok {
prev = theInputState.prevGamepadButtonStates[id][button]
}
current := 0
if _, ok := theInputState.gamepadButtonStates[id]; ok {
current = theInputState.gamepadButtonStates[id][button]
}
theInputState.m.RUnlock()
return current == 0 && prev > 0
}
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// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in frames.
//
// GamepadButtonPressDuration is concurrent safe.
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func GamepadButtonPressDuration(id int, button ebiten.GamepadButton) int {
theInputState.m.RLock()
s := 0
if _, ok := theInputState.gamepadButtonStates[id]; ok {
s = theInputState.gamepadButtonStates[id][button]
}
theInputState.m.RUnlock()
return s
}
// JustPressedTouches returns touch IDs that are created just in the current frame.
//
// JustPressedTouches is concurrent safe.
func JustPressedTouches() []int {
ids := []int{}
theInputState.m.RLock()
for id, s := range theInputState.touchStates {
if s == 1 {
ids = append(ids, id)
}
}
theInputState.m.RUnlock()
return ids
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}
// IsTouchJustReleased returns a boolean value indicating
// whether the given touch is released just in the current frame.
//
// IsTouchJustReleased is concurrent safe.
func IsTouchJustReleased(id int) bool {
theInputState.m.RLock()
r := theInputState.touchStates[id] == 0 && theInputState.prevTouchStates[id] > 0
theInputState.m.RUnlock()
return r
}
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// TouchDuration returns how long the touch remains in frames.
//
// TouchDuration is concurrent safe.
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func TouchDuration(id int) int {
theInputState.m.RLock()
s := theInputState.touchStates[id]
theInputState.m.RUnlock()
return s
}