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.
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// +build darwin linux windows
// +build !js
// +build !android
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// +build !ios
package ui
import (
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glfw "github.com/go-gl/glfw/v3.2/glfw"
)
var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
glfw.MouseButtonLeft: MouseButtonLeft,
glfw.MouseButtonRight: MouseButtonRight,
glfw.MouseButtonMiddle: MouseButtonMiddle,
}
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func (i *input) update(window *glfw.Window, scale float64) {
i.m.Lock()
defer i.m.Unlock()
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for g, e := range glfwKeyCodeToKey {
i.keyPressed[e] = window.GetKey(g) == glfw.Press
}
for g, e := range glfwMouseButtonToMouseButton {
i.mouseButtonPressed[e] = window.GetMouseButton(g) == glfw.Press
}
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x, y := window.GetCursorPos()
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i.cursorX = int(x / scale)
i.cursorY = int(y / scale)
for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
if !glfw.JoystickPresent(id) {
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continue
}
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axes32 := glfw.GetJoystickAxes(id)
i.gamepads[id].axisNum = len(axes32)
for a := 0; a < len(i.gamepads[id].axes); a++ {
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if len(axes32) <= a {
i.gamepads[id].axes[a] = 0
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continue
}
i.gamepads[id].axes[a] = float64(axes32[a])
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}
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buttons := glfw.GetJoystickButtons(id)
i.gamepads[id].buttonNum = len(buttons)
for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
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if len(buttons) <= b {
i.gamepads[id].buttonPressed[b] = false
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continue
}
i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
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}
}
}