ebiten/example/game/input/input.go

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// Copyright 2013 Hajime Hoshi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
package input
import (
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"fmt"
"github.com/hajimehoshi/go.ebiten"
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"github.com/hajimehoshi/go.ebiten/graphics"
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"github.com/hajimehoshi/go.ebiten/graphics/matrix"
"image"
"image/color"
"os"
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)
type Input struct {
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textTexture graphics.Texture
inputState ebiten.InputState
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}
func New() *Input {
return &Input{}
}
func (game *Input) ScreenWidth() int {
return 256
}
func (game *Input) ScreenHeight() int {
return 240
}
func (game *Input) Fps() int {
return 60
}
func (game *Input) Init(tf graphics.TextureFactory) {
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file, err := os.Open("images/text.png")
if err != nil {
panic(err)
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
panic(err)
}
if game.textTexture, err = tf.NewTextureFromImage(img); err != nil {
panic(err)
}
}
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func (game *Input) Update(context ebiten.GameContext) {
game.inputState = context.InputState()
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}
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func (game *Input) Draw(g graphics.Context) {
g.Fill(&color.RGBA{R: 128, G: 128, B: 255, A: 255})
str := fmt.Sprintf(`Input State:
X: %d
Y: %d`, game.inputState.X, game.inputState.Y)
game.drawText(g, str, 5, 5)
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}
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func (game *Input) drawText(g graphics.Context, text string, x, y int) {
const letterWidth = 6
const letterHeight = 16
parts := []graphics.TexturePart{}
textX := 0
textY := 0
for _, c := range text {
if c == '\n' {
textX = 0
textY += letterHeight
continue
}
code := int(c)
x := (code % 32) * letterWidth
y := (code / 32) * letterHeight
source := graphics.Rect{x, y, letterWidth, letterHeight}
parts = append(parts, graphics.TexturePart{
LocationX: textX,
LocationY: textY,
Source: source,
})
textX += letterWidth
}
geometryMatrix := matrix.IdentityGeometry()
geometryMatrix.Translate(float64(x), float64(y))
colorMatrix := matrix.IdentityColor()
g.DrawTextureParts(game.textTexture.ID, parts,
geometryMatrix, colorMatrix)
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}