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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var currentInput = &Input{}
type Touch interface {
ID() int
Position() (x, y int)
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}
func CurrentInput() *Input {
return currentInput
}
func (i *Input) CursorPosition() (x, y int) {
i.m.RLock()
defer i.m.RUnlock()
return adjustCursorPosition(i.cursorX, i.cursorY)
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}
var emptyIDs = []int{}
func (i *Input) GamepadIDs() []int {
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i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) == 0 {
// Avoid creating a slice if possible.
// This is a performance optimization for browsers.
return emptyIDs
}
r := []int{}
for id, g := range i.gamepads {
if g.valid {
r = append(r, id)
}
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}
return r
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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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}
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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}
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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}
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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}
var emptyTouches = []Touch{}
func (in *Input) Touches() []Touch {
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in.m.RLock()
defer in.m.RUnlock()
if len(in.touches) == 0 {
// Avoid creating a slice if possible.
// This is a performance optimization for browsers.
return emptyTouches
}
t := make([]Touch, len(in.touches))
for i := 0; i < len(t); i++ {
t[i] = &in.touches[i]
}
return t
}
type gamePad struct {
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valid bool
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
}