2015-02-01 13:47:47 +01:00
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// Copyright 2015 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"github.com/hajimehoshi/ebiten/internal/input"
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"github.com/hajimehoshi/ebiten/internal/ui"
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)
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2017-08-14 21:11:51 +02:00
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// InputChars return "printable" runes read from the keyboard at the time update is called.
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//
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// InputChars represents the environment's locale-dependent translation of keyboard
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// input to Unicode characters.
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//
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// IsKeyPressed is based on a mapping of device (US keyboard) codes to input device keys.
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// "Control" and modifier keys should be handled with IsKeyPressed.
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//
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// This function is concurrent-safe.
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func InputChars() []rune {
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rb := input.Get().RuneBuffer()
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return append(make([]rune, 0, len(rb)), rb...)
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}
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2015-02-01 13:47:47 +01:00
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// IsKeyPressed returns a boolean indicating whether key is pressed.
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//
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// Known issue: On Edge browser, some keys don't work well:
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//
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// - KeyKPEnter and KeyKPEqual are recognized as KeyEnter and KeyEqual.
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// - KeyPrintScreen is only treated at keyup event.
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//
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// This function is concurrent-safe.
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func IsKeyPressed(key Key) bool {
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return input.Get().IsKeyPressed(input.Key(key))
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}
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// CursorPosition returns a position of a mouse cursor.
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//
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// This function is concurrent-safe.
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func CursorPosition() (x, y int) {
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return ui.AdjustedCursorPosition()
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}
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// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
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//
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// This function is concurrent-safe.
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//
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// Note that touch events not longer affect this function's result as of 1.4.0-alpha.
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// Use Touches instead.
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func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return input.Get().IsMouseButtonPressed(input.MouseButton(mouseButton))
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}
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// GamepadIDs returns a slice indicating available gamepad IDs.
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//
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// This function is concurrent-safe.
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//
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// This function always returns an empty slice on mobiles.
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func GamepadIDs() []int {
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return input.Get().GamepadIDs()
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}
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// GamepadAxisNum returns the number of axes of the gamepad (id).
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//
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// This function is concurrent-safe.
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//
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// This function always returns 0 on mobiles.
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func GamepadAxisNum(id int) int {
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return input.Get().GamepadAxisNum(id)
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}
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// GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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//
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// This function is concurrent-safe.
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//
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// This function always returns 0 on mobiles.
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func GamepadAxis(id int, axis int) float64 {
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return input.Get().GamepadAxis(id, axis)
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}
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// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
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//
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// This function is concurrent-safe.
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//
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// This function always returns 0 on mobiles.
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func GamepadButtonNum(id int) int {
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return input.Get().GamepadButtonNum(id)
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}
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// IsGamepadButtonPressed returns the boolean indicating the given button of the gamepad (id) is pressed or not.
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//
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// This function is concurrent-safe.
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//
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// The button states vary depending on environments.
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// There can be differences even between Chrome and Firefox.
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// Don't assume that returned values are always same when same buttons are pressed.
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//
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// This function always returns false on mobiles.
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func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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return input.Get().IsGamepadButtonPressed(id, input.GamepadButton(button))
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}
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// Touch represents a touch state.
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type Touch interface {
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// ID returns an identifier for one stroke.
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ID() int
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// Position returns the position of the touch.
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Position() (x, y int)
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}
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// Touches returns the current touch states.
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//
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// Touches returns nil when there are no touches.
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// Touches always returns nil on desktops.
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func Touches() []Touch {
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touches := ui.AdjustedTouches()
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var copies []Touch
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for _, touch := range touches {
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copies = append(copies, touch)
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}
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return copies
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}
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