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 (
"github.com/hajimehoshi/ebiten/internal/ui"
)
// IsKeyPressed returns a boolean indicating whether key is pressed.
//
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// This function is concurrent-safe.
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func IsKeyPressed(key Key) bool {
return ui.CurrentInput().IsKeyPressed(ui.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) {
return ui.CurrentInput().CursorPosition()
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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 {
return ui.CurrentInput().IsMouseButtonPressed(ui.MouseButton(mouseButton))
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}
// GamepadAxisNum returns the number of axes of the gamepad.
//
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// This function is concurrent-safe.
//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser.
func GamepadAxisNum(id int) int {
return ui.CurrentInput().GamepadAxisNum(id)
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}
// GamepadAxis returns the float value [-1.0 - 1.0] of the axis.
//
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// This function is concurrent-safe.
//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser.
func GamepadAxis(id int, axis int) float64 {
return ui.CurrentInput().GamepadAxis(id, axis)
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}
// GamepadButtonNum returns the number of the buttons of the gamepad.
//
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// This function is concurrent-safe.
//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser.
func GamepadButtonNum(id int) int {
return ui.CurrentInput().GamepadButtonNum(id)
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}
// IsGamepadButtonPressed returns the boolean indicating the buttons is pressed or not.
//
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// This function is concurrent-safe.
//
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// The key states vary depending on environments.
// There can be differences even between Chrome and Firefox.
// Don't assume that states of a keys are always same when same buttons are pressed.
//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser.
func IsGamepadButtonPressed(id int, button GamepadButton) bool {
return ui.CurrentInput().IsGamepadButtonPressed(id, ui.GamepadButton(button))
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}
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// Touch represents a pointer state.
type Touch interface {
ID() int
Position() (x, y int)
}
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// Touches returns the current touch states.
func Touches() []Touch {
t := ui.CurrentInput().Touches()
tt := make([]Touch, len(t))
for i := 0; i < len(tt); i++ {
tt[i] = t[i]
}
return tt
}