ebiten/internal/uidriver/mobile/input.go

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// Copyright 2016 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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//go:build android || ios
// +build android ios
package mobile
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import (
"time"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
)
type Input struct {
keys map[driver.Key]struct{}
runes []rune
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touches []Touch
gamepads []Gamepad
ui *UserInterface
}
func (i *Input) CursorPosition() (x, y int) {
return 0, 0
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}
func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
gamepadIDs = append(gamepadIDs, g.ID)
}
return gamepadIDs
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}
func (i *Input) GamepadSDLID(id driver.GamepadID) string {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.SDLID
}
return ""
}
func (i *Input) GamepadName(id driver.GamepadID) string {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if name := gamepaddb.Name(g.SDLID); name != "" {
return name
}
return g.Name
}
return ""
}
func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.AxisNum
}
return 0
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}
func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if g.AxisNum <= int(axis) {
return 0
}
return float64(g.Axes[axis])
}
return 0
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}
func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.ButtonNum
}
return 0
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}
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if g.ButtonNum <= int(button) {
return false
}
return g.Buttons[button]
}
return false
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}
func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return gamepaddb.HasStandardLayoutMapping(g.SDLID)
}
return false
}
func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return gamepaddb.IsButtonPressed(g.SDLID, button, gamepadState{&g})
}
return false
}
func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return gamepaddb.ButtonValue(g.SDLID, button, gamepadState{&g})
}
return 0
}
func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return gamepaddb.AxisValue(g.SDLID, axis, gamepadState{&g})
}
return 0
}
func (i *Input) AppendTouchIDs(touchIDs []driver.TouchID) []driver.TouchID {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
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for _, t := range i.touches {
touchIDs = append(touchIDs, t.ID)
}
return touchIDs
}
func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
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for _, t := range i.touches {
if t.ID == id {
return i.ui.adjustPosition(t.X, t.Y)
}
}
return 0, 0
}
func (i *Input) AppendInputChars(runes []rune) []rune {
i.ui.m.Lock()
defer i.ui.m.Unlock()
return append(runes, i.runes...)
}
func (i *Input) IsKeyPressed(key driver.Key) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
_, ok := i.keys[key]
return ok
}
func (i *Input) Wheel() (xoff, yoff float64) {
return 0, 0
}
func (i *Input) IsMouseButtonPressed(key driver.MouseButton) bool {
return false
}
func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
// TODO: Implement this (#1452)
}
func (i *Input) update(keys map[driver.Key]struct{}, runes []rune, touches []Touch) {
i.ui.m.Lock()
defer i.ui.m.Unlock()
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if i.keys == nil {
i.keys = map[driver.Key]struct{}{}
}
for k := range i.keys {
delete(i.keys, k)
}
for k := range keys {
i.keys[k] = struct{}{}
}
i.runes = i.runes[:0]
i.runes = append(i.runes, runes...)
i.touches = i.touches[:0]
i.touches = append(i.touches, touches...)
}
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func (i *Input) resetForFrame() {
i.runes = nil
}
type gamepadState struct {
g *Gamepad
}
func (s gamepadState) Axis(index int) float64 {
return float64(s.g.Axes[index])
}
func (s gamepadState) Button(index int) bool {
return s.g.Buttons[index]
}
func (s gamepadState) Hat(index int) int {
return s.g.Hats[index]
}