ebiten/internal/input/input_glfw.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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// +build darwin freebsd linux windows
// +build !js
// +build !android
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// +build !ios
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package input
import (
"sync"
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"unicode"
"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/glfw"
)
type Input struct {
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keyPressed map[glfw.Key]bool
mouseButtonPressed map[glfw.MouseButton]bool
callbacksInitialized bool
scrollX float64
scrollY float64
cursorX int
cursorY int
gamepads [16]gamePad
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touches map[int]pos // This is not updated until GLFW 3.3 is available (#417)
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runeBuffer []rune
m sync.RWMutex
}
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func (i *Input) RuneBuffer() []rune {
i.m.RLock()
defer i.m.RUnlock()
return i.runeBuffer
}
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func (i *Input) ResetForFrame() {
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i.m.RLock()
defer i.m.RUnlock()
i.runeBuffer = i.runeBuffer[:0]
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i.scrollX, i.scrollY = 0, 0
}
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func (i *Input) IsKeyPressed(key driver.Key) bool {
i.m.RLock()
defer i.m.RUnlock()
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
}
for gk, k := range glfwKeyCodeToKey {
if k != key {
continue
}
if i.keyPressed[gk] {
return true
}
}
return false
}
func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
i.m.RLock()
defer i.m.RUnlock()
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
}
for gb, b := range glfwMouseButtonToMouseButton {
if b != button {
continue
}
if i.mouseButtonPressed[gb] {
return true
}
}
return false
}
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func (i *Input) Wheel() (xoff, yoff float64) {
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i.m.RLock()
defer i.m.RUnlock()
return i.scrollX, i.scrollY
}
var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{
glfw.MouseButtonLeft: driver.MouseButtonLeft,
glfw.MouseButtonRight: driver.MouseButtonRight,
glfw.MouseButtonMiddle: driver.MouseButtonMiddle,
}
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func (i *Input) Update(window *glfw.Window, scale float64) {
i.m.Lock()
defer i.m.Unlock()
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if !i.callbacksInitialized {
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i.runeBuffer = make([]rune, 0, 1024)
window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
if unicode.IsPrint(char) {
i.m.Lock()
i.runeBuffer = append(i.runeBuffer, char)
i.m.Unlock()
}
})
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window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
i.m.Lock()
i.scrollX = xoff
i.scrollY = yoff
i.m.Unlock()
})
i.callbacksInitialized = true
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}
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
}
for gk := range glfwKeyCodeToKey {
i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
}
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
}
for gb := range glfwMouseButtonToMouseButton {
i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
}
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x, y := window.GetCursorPos()
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i.cursorX = int(x / scale)
i.cursorY = int(y / scale)
for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
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i.gamepads[id].valid = false
if !glfw.JoystickPresent(id) {
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continue
}
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i.gamepads[id].valid = true
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axes32 := glfw.GetJoystickAxes(id)
i.gamepads[id].axisNum = len(axes32)
for a := 0; a < len(i.gamepads[id].axes); a++ {
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if len(axes32) <= a {
i.gamepads[id].axes[a] = 0
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continue
}
i.gamepads[id].axes[a] = float64(axes32[a])
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}
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buttons := glfw.GetJoystickButtons(id)
i.gamepads[id].buttonNum = len(buttons)
for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
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if len(buttons) <= b {
i.gamepads[id].buttonPressed[b] = false
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continue
}
i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
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}
}
}