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"
)
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var currentInput = &input{}
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type Input interface {
IsKeyPressed(key Key) bool
IsMouseButtonPressed(button MouseButton) bool
CursorPosition() (x, y int)
GamepadAxis(id int, axis int) float64
GamepadAxisNum(id int) int
GamepadButtonNum(id int) int
IsGamepadButtonPressed(id int, button GamepadButton) bool
Touches() []Touch
}
type Touch interface {
ID() int
Position() (x, y int)
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}
type input struct {
keyPressed [256]bool
mouseButtonPressed [256]bool
cursorX int
cursorY int
gamepads [16]gamePad
touches []touch
m sync.RWMutex
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}
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func CurrentInput() Input {
return currentInput
}
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func (i *input) IsKeyPressed(key Key) bool {
i.m.RLock()
defer i.m.RUnlock()
return i.keyPressed[key]
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}
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func (i *input) CursorPosition() (x, y int) {
i.m.RLock()
defer i.m.RUnlock()
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return i.cursorX, i.cursorY
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}
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func (i *input) IsMouseButtonPressed(button MouseButton) bool {
i.m.RLock()
defer i.m.RUnlock()
return i.mouseButtonPressed[button]
}
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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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}
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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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}
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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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}
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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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}
func (in *input) Touches() []Touch {
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in.m.RLock()
defer in.m.RUnlock()
t := make([]Touch, len(in.touches))
for i := 0; i < len(t); i++ {
t[i] = &in.touches[i]
}
return t
}
type gamePad struct {
axisNum int
axes [16]float64
buttonNum int
buttonPressed [256]bool
}
type touch struct {
id int
x int
y int
}
func (t *touch) ID() int {
return t.id
}
func (t *touch) Position() (x, y int) {
return t.x, t.y
}