2015-01-02 07:20:05 +01:00
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// Copyright 2015 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build js
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package ui
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2015-01-12 06:36:13 +01:00
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import (
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"github.com/gopherjs/gopherjs/js"
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)
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2015-01-02 16:52:49 +01:00
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func (i *input) keyDown(key int) {
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2015-01-07 15:02:58 +01:00
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k, ok := keyCodeToKey[key]
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if !ok {
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return
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}
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2015-01-02 16:52:49 +01:00
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i.keyPressed[k] = true
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}
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func (i *input) keyUp(key int) {
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2015-01-07 15:02:58 +01:00
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k, ok := keyCodeToKey[key]
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if !ok {
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return
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}
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2015-01-02 16:52:49 +01:00
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i.keyPressed[k] = false
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2015-01-02 07:20:05 +01:00
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}
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2015-01-06 15:41:03 +01:00
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func (i *input) mouseDown(button int) {
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p := &i.mouseButtonPressed
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switch button {
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case 0:
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p[MouseButtonLeft] = true
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case 1:
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p[MouseButtonMiddle] = true
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case 2:
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p[MouseButtonRight] = true
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}
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}
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func (i *input) mouseUp(button int) {
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p := &i.mouseButtonPressed
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switch button {
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case 0:
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p[MouseButtonLeft] = false
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case 1:
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p[MouseButtonMiddle] = false
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case 2:
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p[MouseButtonRight] = false
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}
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}
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func (i *input) mouseMove(x, y int) {
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i.cursorX, i.cursorY = x, y
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}
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2015-01-12 06:36:13 +01:00
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func (i *input) updateGamepads() {
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gamepads := js.Global.Get("navigator").Call("getGamepads")
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l := gamepads.Get("length").Int()
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for id := 0; id < l; id++ {
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gamepad := gamepads.Index(id)
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if gamepad == js.Undefined || gamepad == nil {
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continue
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}
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axes := gamepad.Get("axes")
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axesNum := axes.Get("length").Int()
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i.gamepads[id].axisNum = axesNum
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for a := 0; a < len(i.gamepads[id].axes); a++ {
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if axesNum <= a {
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i.gamepads[id].axes[a] = 0
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continue
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}
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i.gamepads[id].axes[a] = axes.Index(a).Float()
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}
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buttons := gamepad.Get("buttons")
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buttonsNum := buttons.Get("length").Int()
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i.gamepads[id].buttonNum = buttonsNum
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for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
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if buttonsNum <= b {
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i.gamepads[id].buttonPressed[b] = false
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continue
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}
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i.gamepads[id].buttonPressed[b] = buttons.Index(b).Get("pressed").Bool()
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}
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}
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}
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