ebiten/internal/ui/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.
//go:build !android && !ios && !js && !nintendosdk
package ui
import (
"math"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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"github.com/hajimehoshi/ebiten/v2/internal/glfw"
)
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var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
glfw.MouseButtonLeft: MouseButton0,
glfw.MouseButtonMiddle: MouseButton1,
glfw.MouseButtonRight: MouseButton2,
glfw.MouseButton3: MouseButton3,
glfw.MouseButton4: MouseButton4,
}
func (u *userInterfaceImpl) registerInputCallbacks() {
u.window.SetCharModsCallback(glfw.ToCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
// As this function is called from GLFW callbacks, the current thread is main.
u.m.Lock()
defer u.m.Unlock()
u.inputState.appendRune(char)
}))
u.window.SetScrollCallback(glfw.ToScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
// As this function is called from GLFW callbacks, the current thread is main.
u.m.Lock()
defer u.m.Unlock()
u.inputState.WheelX += xoff
u.inputState.WheelY += yoff
}))
}
// updateInput must be called from the main thread.
func (u *userInterfaceImpl) updateInputState() error {
u.m.Lock()
defer u.m.Unlock()
for uk, gk := range uiKeyToGLFWKey {
u.inputState.KeyPressed[uk] = u.window.GetKey(gk) == glfw.Press
}
for gb, ub := range glfwMouseButtonToMouseButton {
u.inputState.MouseButtonPressed[ub] = u.window.GetMouseButton(gb) == glfw.Press
}
cx, cy := u.window.GetCursorPos()
// TODO: This is tricky. Rename the function?
m := u.currentMonitor()
s := u.deviceScaleFactor(m)
cx = u.dipFromGLFWPixel(cx, m)
cy = u.dipFromGLFWPixel(cy, m)
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cx, cy = u.context.clientPositionToLogicalPosition(cx, cy, s)
// AdjustPosition can return NaN at the initialization.
if !math.IsNaN(cx) && !math.IsNaN(cy) {
u.inputState.CursorX, u.inputState.CursorY = int(cx), int(cy)
}
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if err := gamepad.Update(); err != nil {
return err
}
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return nil
}
func KeyName(key Key) string {
return theUI.keyName(key)
}
func (u *userInterfaceImpl) keyName(key Key) string {
if !u.isRunning() {
return ""
}
gk, ok := uiKeyToGLFWKey[key]
if !ok {
return ""
}
var name string
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u.mainThread.Call(func() {
name = glfw.GetKeyName(gk, 0)
})
return name
}