ebiten/internal/ui/input_js.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.
// +build js
package ui
import (
"github.com/gopherjs/gopherjs/js"
)
func CurrentInput() *input {
return &currentInput
}
func (i *input) KeyDown(key int) {
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k, ok := keyCodeToKey[key]
if !ok {
return
}
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i.keyPressed[k] = true
}
func (i *input) KeyUp(key int) {
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k, ok := keyCodeToKey[key]
if !ok {
return
}
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i.keyPressed[k] = false
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}
func (i *input) MouseDown(button int) {
p := &i.mouseButtonPressed
switch button {
case 0:
p[MouseButtonLeft] = true
case 1:
p[MouseButtonMiddle] = true
case 2:
p[MouseButtonRight] = true
}
}
func (i *input) MouseUp(button int) {
p := &i.mouseButtonPressed
switch button {
case 0:
p[MouseButtonLeft] = false
case 1:
p[MouseButtonMiddle] = false
case 2:
p[MouseButtonRight] = false
}
}
func (i *input) SetMouseCursor(x, y int) {
i.cursorX, i.cursorY = x, y
}
func (i *input) UpdateGamepads() {
nav := js.Global.Get("navigator")
if nav.Get("getGamepads") == js.Undefined {
return
}
gamepads := nav.Call("getGamepads")
l := gamepads.Get("length").Int()
for id := 0; id < l; id++ {
gamepad := gamepads.Index(id)
if gamepad == js.Undefined || gamepad == nil {
continue
}
axes := gamepad.Get("axes")
axesNum := axes.Get("length").Int()
i.gamepads[id].axisNum = axesNum
for a := 0; a < len(i.gamepads[id].axes); a++ {
if axesNum <= a {
i.gamepads[id].axes[a] = 0
continue
}
i.gamepads[id].axes[a] = axes.Index(a).Float()
}
buttons := gamepad.Get("buttons")
buttonsNum := buttons.Get("length").Int()
i.gamepads[id].buttonNum = buttonsNum
for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
if buttonsNum <= b {
i.gamepads[id].buttonPressed[b] = false
continue
}
i.gamepads[id].buttonPressed[b] = buttons.Index(b).Get("pressed").Bool()
}
}
}