ebiten/input.go

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// Copyright 2015 Hajime Hoshi
//
// 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 ebiten
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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// InputChars return "printable" runes read from the keyboard at the time update is called.
//
// InputChars represents the environment's locale-dependent translation of keyboard
// input to Unicode characters.
//
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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.
//
// This function is concurrent-safe.
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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// IsKeyPressed returns a boolean indicating whether key is pressed.
//
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// Known issue: On Edge browser, some keys don't work well:
//
// - KeyKPEnter and KeyKPEqual are recognized as KeyEnter and KeyEqual.
// - KeyPrintScreen is only treated at keyup event.
//
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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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}
// CursorPosition returns a position of a mouse cursor.
//
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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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// MouseWheel returns the x and y offset of the scroll wheel.
// It returns 0 if the wheel isn't being rolled.
func MouseWheel() (xoff, yoff float64) {
return input.Get().MouseWheel()
}
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// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
//
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// This function is concurrent-safe.
//
// Note that touch events not longer affect this function's result as of 1.4.0-alpha.
// 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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}
// GamepadIDs returns a slice indicating available gamepad IDs.
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//
// This function is concurrent-safe.
//
// This function always returns an empty slice on mobiles.
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.
//
// 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.
//
// 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.
//
// 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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// The relationships between physical buttons and buttion IDs depend on environments.
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// There can be differences even between Chrome and Firefox.
//
// 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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}
// TouchIDs returns the current touch states.
//
// TouchIDs returns nil when there are no touches.
// TouchIDs always returns nil on desktops.
//
// TouchIDs is concurrent-safe.
func TouchIDs() []int {
var ids []int
for _, t := range ui.AdjustedTouches() {
ids = append(ids, t.ID())
}
return ids
}
// TouchPosition returns the position for the touch of the specified ID.
//
// If the touch of the specified ID is not present, TouchPosition returns (0, 0).
//
// TouchPosition is cuncurrent-safe.
func TouchPosition(id int) (int, int) {
for _, t := range ui.AdjustedTouches() {
if t.ID() == id {
return t.Position()
}
}
return 0, 0
}
// Touch is deprecated as of 1.7.0. Use TouchPosition instead.
type Touch interface {
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// ID returns an identifier for one stroke.
ID() int
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// Position returns the position of the touch.
Position() (x, y int)
}
// Touches is deprecated as of 1.7.0. Use TouchIDs instead.
func Touches() []Touch {
touches := ui.AdjustedTouches()
var copies []Touch
for _, touch := range touches {
copies = append(copies, touch)
}
return copies
}