ebiten/internal/ui/input_js.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 ui
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import (
"syscall/js"
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"unicode"
)
var (
stringKeydown = js.ValueOf("keydown")
stringKeyup = js.ValueOf("keyup")
stringMousedown = js.ValueOf("mousedown")
stringMouseup = js.ValueOf("mouseup")
stringMousemove = js.ValueOf("mousemove")
stringWheel = js.ValueOf("wheel")
stringTouchstart = js.ValueOf("touchstart")
stringTouchend = js.ValueOf("touchend")
stringTouchmove = js.ValueOf("touchmove")
)
var jsKeys []js.Value
func init() {
for _, k := range uiKeyToJSKey {
jsKeys = append(jsKeys, k)
}
}
func jsKeyToID(key js.Value) int {
// js.Value cannot be used as a map key.
// As the number of keys is around 100, just a dumb loop should work.
for i, k := range jsKeys {
if k.Equal(key) {
return i
}
}
return -1
}
type pos struct {
X int
Y int
}
type Input struct {
keyPressed map[int]bool
keyPressedEdge map[int]bool
mouseButtonPressed map[int]bool
cursorX int
cursorY int
origCursorX int
origCursorY int
wheelX float64
wheelY float64
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touches map[TouchID]pos
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runeBuffer []rune
ui *userInterfaceImpl
}
func (i *Input) CursorPosition() (x, y int) {
if i.ui.context == nil {
return 0, 0
}
xf, yf := i.ui.context.adjustPosition(float64(i.cursorX), float64(i.cursorY), i.ui.DeviceScaleFactor())
return int(xf), int(yf)
}
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func (i *Input) AppendTouchIDs(touchIDs []TouchID) []TouchID {
for id := range i.touches {
touchIDs = append(touchIDs, id)
}
return touchIDs
}
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func (i *Input) TouchPosition(id TouchID) (x, y int) {
d := i.ui.DeviceScaleFactor()
for tid, pos := range i.touches {
if id == tid {
x, y := i.ui.context.adjustPosition(float64(pos.X), float64(pos.Y), d)
return int(x), int(y)
}
}
return 0, 0
}
func (i *Input) AppendInputChars(runes []rune) []rune {
return append(runes, i.runeBuffer...)
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}
func (i *Input) resetForTick() {
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i.runeBuffer = nil
i.wheelX = 0
i.wheelY = 0
}
func (i *Input) IsKeyPressed(key Key) bool {
if i.keyPressed != nil {
if i.keyPressed[jsKeyToID(uiKeyToJSKey[key])] {
return true
}
}
if i.keyPressedEdge != nil {
for c, k := range edgeKeyCodeToUIKey {
if k != key {
continue
}
if i.keyPressedEdge[c] {
return true
}
}
}
return false
}
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var codeToMouseButton = map[int]MouseButton{
0: MouseButton0, // Left
1: MouseButton1, // Middle
2: MouseButton2, // Right
3: MouseButton3,
4: MouseButton4,
}
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func (i *Input) IsMouseButtonPressed(button MouseButton) bool {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[int]bool{}
}
for c, b := range codeToMouseButton {
if b != button {
continue
}
if i.mouseButtonPressed[c] {
return true
}
}
return false
}
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func (i *Input) Wheel() (xoff, yoff float64) {
return i.wheelX, i.wheelY
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}
func (i *Input) keyDown(code js.Value) {
if i.keyPressed == nil {
i.keyPressed = map[int]bool{}
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}
i.keyPressed[jsKeyToID(code)] = true
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}
func (i *Input) keyUp(code js.Value) {
if i.keyPressed == nil {
i.keyPressed = map[int]bool{}
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}
i.keyPressed[jsKeyToID(code)] = false
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}
func (i *Input) keyDownEdge(code int) {
if i.keyPressedEdge == nil {
i.keyPressedEdge = map[int]bool{}
}
i.keyPressedEdge[code] = true
}
func (i *Input) keyUpEdge(code int) {
if i.keyPressedEdge == nil {
i.keyPressedEdge = map[int]bool{}
}
i.keyPressedEdge[code] = false
}
func (i *Input) mouseDown(code int) {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[int]bool{}
}
i.mouseButtonPressed[code] = true
}
func (i *Input) mouseUp(code int) {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[int]bool{}
}
i.mouseButtonPressed[code] = false
}
func (i *Input) updateFromEvent(e js.Value) error {
// Avoid using js.Value.String() as String creates a Uint8Array via a TextEncoder and causes a heavy
// overhead (#1437).
switch t := e.Get("type"); {
case t.Equal(stringKeydown):
if str := e.Get("key").String(); isKeyString(str) {
for _, r := range str {
if unicode.IsPrint(r) {
i.runeBuffer = append(i.runeBuffer, r)
}
}
}
c := e.Get("code")
if c.Type() != js.TypeString {
i.keyDownEdge(e.Get("keyCode").Int())
return nil
}
i.keyDown(c)
case t.Equal(stringKeyup):
c := e.Get("code")
if c.Type() != js.TypeString {
// Assume that UA is Edge.
i.keyUpEdge(e.Get("keyCode").Int())
return nil
}
i.keyUp(c)
case t.Equal(stringMousedown):
button := e.Get("button").Int()
i.mouseDown(button)
i.setMouseCursorFromEvent(e)
case t.Equal(stringMouseup):
button := e.Get("button").Int()
i.mouseUp(button)
i.setMouseCursorFromEvent(e)
case t.Equal(stringMousemove):
i.setMouseCursorFromEvent(e)
case t.Equal(stringWheel):
// TODO: What if e.deltaMode is not DOM_DELTA_PIXEL?
i.wheelX = -e.Get("deltaX").Float()
i.wheelY = -e.Get("deltaY").Float()
case t.Equal(stringTouchstart) || t.Equal(stringTouchend) || t.Equal(stringTouchmove):
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i.updateTouchesFromEvent(e)
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}
i.ui.forceUpdateOnMinimumFPSMode()
return nil
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}
func (i *Input) setMouseCursorFromEvent(e js.Value) {
if i.ui.cursorMode == CursorModeCaptured {
x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
i.origCursorX, i.origCursorY = x, y
dx, dy := e.Get("movementX").Int(), e.Get("movementY").Int()
i.cursorX += dx
i.cursorY += dy
return
}
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x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
i.cursorX, i.cursorY = x, y
i.origCursorX, i.origCursorY = x, y
}
func (i *Input) recoverCursorPosition() {
i.cursorX, i.cursorY = i.origCursorX, i.origCursorY
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}
func (in *Input) updateTouchesFromEvent(e js.Value) {
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j := e.Get("targetTouches")
for k := range in.touches {
delete(in.touches, k)
}
for i := 0; i < j.Length(); i++ {
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jj := j.Call("item", i)
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id := TouchID(jj.Get("identifier").Int())
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if in.touches == nil {
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in.touches = map[TouchID]pos{}
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}
in.touches[id] = pos{
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X: jj.Get("clientX").Int(),
Y: jj.Get("clientY").Int(),
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}
}
}
func isKeyString(str string) bool {
// From https://www.w3.org/TR/uievents-key/#keys-unicode,
//
// A key string is a string containing a 0 or 1 non-control characters
// ("base" characters) followed by 0 or more combining characters. The
// string MUST be in Normalized Form C (NFC) as described in
// [UnicodeNormalizationForms].
//
// A non-control character is any valid Unicode character except those
// that are part of the "Other, Control" ("Cc") General Category.
//
// A combining character is any valid Unicode character in the "Mark,
// Spacing Combining" ("Mc") General Category or with a non-zero
// Combining Class.
for i, r := range str {
if i == 0 {
if unicode.Is(unicode.Cc, r) {
return false
}
continue
}
if !unicode.Is(unicode.Mc, r) {
return false
}
}
return true
}