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https://github.com/hajimehoshi/ebiten.git
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input: Enable mouse wheel input (#628)
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parent
a3c754d2cc
commit
39b3170185
6
input.go
6
input.go
@ -52,6 +52,12 @@ func CursorPosition() (x, y int) {
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return ui.AdjustedCursorPosition()
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}
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// MouseWheel returns the x and y offset of the scroll wheel.
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// It returns 0 if the wheel isn't being rolled.
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func MouseWheel() (xoff, yoff float64) {
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return input.Get().MouseWheel()
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}
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// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
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//
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// This function is concurrent-safe.
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@ -27,14 +27,17 @@ import (
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)
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type Input struct {
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keyPressed map[glfw.Key]bool
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mouseButtonPressed map[glfw.MouseButton]bool
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cursorX int
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cursorY int
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gamepads [16]gamePad
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touches []*Touch // This is not updated until GLFW 3.3 is available (#417)
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runeBuffer []rune
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m sync.RWMutex
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keyPressed map[glfw.Key]bool
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mouseButtonPressed map[glfw.MouseButton]bool
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callbacksInitialized bool
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scrollX float64
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scrollY float64
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cursorX int
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cursorY int
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gamepads [16]gamePad
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touches []*Touch // This is not updated until GLFW 3.3 is available (#417)
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runeBuffer []rune
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m sync.RWMutex
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}
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func (i *Input) RuneBuffer() []rune {
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@ -49,6 +52,12 @@ func (i *Input) ClearRuneBuffer() {
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i.runeBuffer = i.runeBuffer[:0]
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}
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func (i *Input) ResetScrollValues() {
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i.m.RLock()
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defer i.m.RUnlock()
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i.scrollX, i.scrollY = 0, 0
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}
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func (i *Input) IsKeyPressed(key Key) bool {
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i.m.RLock()
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defer i.m.RUnlock()
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@ -83,6 +92,12 @@ func (i *Input) IsMouseButtonPressed(button MouseButton) bool {
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return false
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}
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func (i *Input) MouseWheel() (xoff, yoff float64) {
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i.m.RLock()
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defer i.m.RUnlock()
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return i.scrollX, i.scrollY
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}
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var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
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glfw.MouseButtonLeft: MouseButtonLeft,
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glfw.MouseButtonRight: MouseButtonRight,
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@ -92,7 +107,7 @@ var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
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func (i *Input) Update(window *glfw.Window, scale float64) {
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i.m.Lock()
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defer i.m.Unlock()
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if i.runeBuffer == nil {
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if !i.callbacksInitialized {
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i.runeBuffer = make([]rune, 0, 1024)
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window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
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if unicode.IsPrint(char) {
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@ -101,6 +116,13 @@ func (i *Input) Update(window *glfw.Window, scale float64) {
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i.m.Unlock()
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}
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})
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window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
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i.m.Lock()
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i.scrollX = xoff
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i.scrollY = yoff
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i.m.Unlock()
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})
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i.callbacksInitialized = true
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}
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if i.keyPressed == nil {
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i.keyPressed = map[glfw.Key]bool{}
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@ -91,6 +91,11 @@ func (i *Input) IsMouseButtonPressed(button MouseButton) bool {
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return false
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}
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func (i *Input) MouseWheel() (xoff, yoff float64) {
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return 0, 0
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// TODO: Mouse scroll functionality is not yet implemented in js
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}
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func (i *Input) keyDown(code string) {
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if i.keyPressed == nil {
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i.keyPressed = map[string]bool{}
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@ -23,6 +23,8 @@ import (
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type Input struct {
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cursorX int
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cursorY int
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scrollX float64
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scrollY float64
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gamepads [16]gamePad
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touches []*Touch
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m sync.RWMutex
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@ -36,6 +38,10 @@ func (i *Input) IsKeyPressed(key Key) bool {
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return false
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}
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func (i *Input) MouseWheel() (xoff, yoff float64) {
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return 0, 0
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}
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func (i *Input) IsMouseButtonPressed(key MouseButton) bool {
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return false
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}
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@ -567,6 +567,7 @@ func (u *userInterface) update(g GraphicsContext) error {
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})
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if err := g.Update(func() {
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input.Get().ClearRuneBuffer()
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input.Get().ResetScrollValues()
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// The offscreens must be updated every frame (#490).
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u.updateGraphicsContext(g)
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}); err != nil {
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@ -194,6 +194,7 @@ func (u *userInterface) update(g GraphicsContext) error {
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u.updateGraphicsContext(g)
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if err := g.Update(func() {
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input.Get().ClearRuneBuffer()
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// TODO: insert ResetScrollValues() counterpart to 'ui_glfw.go' here
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// The offscreens must be updated every frame (#490).
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u.updateGraphicsContext(g)
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}); err != nil {
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