ebiten/internal/ui/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.
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package ui
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import (
"sync"
)
var currentInput = &Input{}
type Input struct {
keyPressed [256]bool
mouseButtonPressed [256]bool
cursorX int
cursorY int
gamepads [16]gamePad
m sync.RWMutex
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}
type gamePad struct {
axisNum int
axes [16]float64
buttonNum int
buttonPressed [256]bool
}
func CurrentInput() *Input {
return currentInput
}
func (i *Input) IsKeyPressed(key Key) bool {
i.m.RLock()
defer i.m.RUnlock()
return i.keyPressed[key]
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}
func (i *Input) CursorPosition() (x, y int) {
i.m.RLock()
defer i.m.RUnlock()
return i.cursorX, currentInput.cursorY
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}
func (i *Input) IsMouseButtonPressed(button MouseButton) bool {
i.m.RLock()
defer i.m.RUnlock()
return i.mouseButtonPressed[button]
}
func (i *Input) GamepadAxisNum(id int) int {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
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return 0
}
return i.gamepads[id].axisNum
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}
func (i *Input) GamepadAxis(id int, axis int) float64 {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
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return 0
}
return i.gamepads[id].axes[axis]
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}
func (i *Input) GamepadButtonNum(id int) int {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
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return 0
}
return i.gamepads[id].buttonNum
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}
func (i *Input) IsGamepadButtonPressed(id int, button GamepadButton) bool {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
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return false
}
return i.gamepads[id].buttonPressed[button]
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}