mirror of
https://github.com/hajimehoshi/ebiten.git
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Add input package
This commit is contained in:
parent
861c737495
commit
4de2dc0240
66
gamepad.go
66
gamepad.go
@ -15,7 +15,7 @@
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package ebiten
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import (
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"github.com/hajimehoshi/ebiten/internal/ui"
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"github.com/hajimehoshi/ebiten/internal/input"
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)
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// A GamepadButton represents a gamepad button.
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@ -23,37 +23,37 @@ type GamepadButton int
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// GamepadButtons
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const (
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GamepadButton0 GamepadButton = GamepadButton(ui.GamepadButton0)
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GamepadButton1 GamepadButton = GamepadButton(ui.GamepadButton1)
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GamepadButton2 GamepadButton = GamepadButton(ui.GamepadButton2)
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GamepadButton3 GamepadButton = GamepadButton(ui.GamepadButton3)
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GamepadButton4 GamepadButton = GamepadButton(ui.GamepadButton4)
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GamepadButton5 GamepadButton = GamepadButton(ui.GamepadButton5)
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GamepadButton6 GamepadButton = GamepadButton(ui.GamepadButton6)
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GamepadButton7 GamepadButton = GamepadButton(ui.GamepadButton7)
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GamepadButton8 GamepadButton = GamepadButton(ui.GamepadButton8)
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GamepadButton9 GamepadButton = GamepadButton(ui.GamepadButton9)
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GamepadButton10 GamepadButton = GamepadButton(ui.GamepadButton10)
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GamepadButton11 GamepadButton = GamepadButton(ui.GamepadButton11)
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GamepadButton12 GamepadButton = GamepadButton(ui.GamepadButton12)
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GamepadButton13 GamepadButton = GamepadButton(ui.GamepadButton13)
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GamepadButton14 GamepadButton = GamepadButton(ui.GamepadButton14)
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GamepadButton15 GamepadButton = GamepadButton(ui.GamepadButton15)
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GamepadButton16 GamepadButton = GamepadButton(ui.GamepadButton16)
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GamepadButton17 GamepadButton = GamepadButton(ui.GamepadButton17)
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GamepadButton18 GamepadButton = GamepadButton(ui.GamepadButton18)
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GamepadButton19 GamepadButton = GamepadButton(ui.GamepadButton19)
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GamepadButton20 GamepadButton = GamepadButton(ui.GamepadButton20)
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GamepadButton21 GamepadButton = GamepadButton(ui.GamepadButton21)
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GamepadButton22 GamepadButton = GamepadButton(ui.GamepadButton22)
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GamepadButton23 GamepadButton = GamepadButton(ui.GamepadButton23)
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GamepadButton24 GamepadButton = GamepadButton(ui.GamepadButton24)
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GamepadButton25 GamepadButton = GamepadButton(ui.GamepadButton25)
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GamepadButton26 GamepadButton = GamepadButton(ui.GamepadButton26)
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GamepadButton27 GamepadButton = GamepadButton(ui.GamepadButton27)
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GamepadButton28 GamepadButton = GamepadButton(ui.GamepadButton28)
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GamepadButton29 GamepadButton = GamepadButton(ui.GamepadButton29)
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GamepadButton30 GamepadButton = GamepadButton(ui.GamepadButton30)
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GamepadButton31 GamepadButton = GamepadButton(ui.GamepadButton31)
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GamepadButton0 GamepadButton = GamepadButton(input.GamepadButton0)
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GamepadButton1 GamepadButton = GamepadButton(input.GamepadButton1)
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GamepadButton2 GamepadButton = GamepadButton(input.GamepadButton2)
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GamepadButton3 GamepadButton = GamepadButton(input.GamepadButton3)
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GamepadButton4 GamepadButton = GamepadButton(input.GamepadButton4)
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GamepadButton5 GamepadButton = GamepadButton(input.GamepadButton5)
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GamepadButton6 GamepadButton = GamepadButton(input.GamepadButton6)
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GamepadButton7 GamepadButton = GamepadButton(input.GamepadButton7)
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GamepadButton8 GamepadButton = GamepadButton(input.GamepadButton8)
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GamepadButton9 GamepadButton = GamepadButton(input.GamepadButton9)
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GamepadButton10 GamepadButton = GamepadButton(input.GamepadButton10)
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GamepadButton11 GamepadButton = GamepadButton(input.GamepadButton11)
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GamepadButton12 GamepadButton = GamepadButton(input.GamepadButton12)
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GamepadButton13 GamepadButton = GamepadButton(input.GamepadButton13)
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GamepadButton14 GamepadButton = GamepadButton(input.GamepadButton14)
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GamepadButton15 GamepadButton = GamepadButton(input.GamepadButton15)
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GamepadButton16 GamepadButton = GamepadButton(input.GamepadButton16)
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GamepadButton17 GamepadButton = GamepadButton(input.GamepadButton17)
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GamepadButton18 GamepadButton = GamepadButton(input.GamepadButton18)
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GamepadButton19 GamepadButton = GamepadButton(input.GamepadButton19)
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GamepadButton20 GamepadButton = GamepadButton(input.GamepadButton20)
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GamepadButton21 GamepadButton = GamepadButton(input.GamepadButton21)
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GamepadButton22 GamepadButton = GamepadButton(input.GamepadButton22)
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GamepadButton23 GamepadButton = GamepadButton(input.GamepadButton23)
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GamepadButton24 GamepadButton = GamepadButton(input.GamepadButton24)
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GamepadButton25 GamepadButton = GamepadButton(input.GamepadButton25)
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GamepadButton26 GamepadButton = GamepadButton(input.GamepadButton26)
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GamepadButton27 GamepadButton = GamepadButton(input.GamepadButton27)
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GamepadButton28 GamepadButton = GamepadButton(input.GamepadButton28)
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GamepadButton29 GamepadButton = GamepadButton(input.GamepadButton29)
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GamepadButton30 GamepadButton = GamepadButton(input.GamepadButton30)
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GamepadButton31 GamepadButton = GamepadButton(input.GamepadButton31)
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GamepadButtonMax GamepadButton = GamepadButton31
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)
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26
genkeys.go
26
genkeys.go
@ -137,7 +137,7 @@ const ebitenKeysTmpl = `{{.License}}
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package ebiten
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import (
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"github.com/hajimehoshi/ebiten/internal/ui"
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"github.com/hajimehoshi/ebiten/internal/input"
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)
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// A Key represents a keyboard key.
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@ -147,16 +147,16 @@ type Key int
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// Keys
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const (
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{{range $index, $name := .KeyNames}}Key{{$name}} Key = Key(ui.Key{{$name}})
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{{range $index, $name := .KeyNames}}Key{{$name}} Key = Key(input.Key{{$name}})
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{{end}} KeyMax Key = Key{{.LastKeyName}}
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)
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`
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const uiKeysTmpl = `{{.License}}
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const inputKeysTmpl = `{{.License}}
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{{.DoNotEdit}}
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package ui
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package input
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type Key int
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@ -166,13 +166,13 @@ const (
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)
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`
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const uiKeysGlfwTmpl = `{{.License}}
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const inputKeysGlfwTmpl = `{{.License}}
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{{.DoNotEdit}}
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{{.BuildTag}}
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package ui
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package input
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import (
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glfw "github.com/go-gl/glfw/v3.2/glfw"
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@ -190,13 +190,13 @@ var glfwKeyCodeToKey = map[glfw.Key]Key{
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}
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`
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const uiKeysJSTmpl = `{{.License}}
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const inputKeysJSTmpl = `{{.License}}
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{{.DoNotEdit}}
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{{.BuildTag}}
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package ui
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package input
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var keyToCodes = map[Key][]string{
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{{range $name, $codes := .NameToCodes}}Key{{$name}}: []string{
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@ -323,9 +323,9 @@ func main() {
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for path, tmpl := range map[string]string{
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"keys.go": ebitenKeysTmpl,
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"internal/ui/keys.go": uiKeysTmpl,
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"internal/ui/keys_glfw.go": uiKeysGlfwTmpl,
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"internal/ui/keys_js.go": uiKeysJSTmpl,
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"internal/input/keys.go": inputKeysTmpl,
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"internal/input/keys_glfw.go": inputKeysGlfwTmpl,
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"internal/input/keys_js.go": inputKeysJSTmpl,
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} {
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f, err := os.Create(path)
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if err != nil {
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@ -340,12 +340,12 @@ func main() {
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// Pass the build tag and extract this in the template to make `go vet` happy.
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buildTag := ""
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switch path {
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case "internal/ui/keys_glfw.go":
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case "internal/input/keys_glfw.go":
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buildTag = "// +build darwin freebsd linux windows" +
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"\n// +build !js" +
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"\n// +build !android" +
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"\n// +build !ios"
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case "internal/ui/keys_js.go":
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case "internal/input/keys_js.go":
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buildTag = "// +build js"
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}
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// NOTE: According to godoc, maps are automatically sorted by key.
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21
input.go
21
input.go
@ -15,6 +15,7 @@
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package ebiten
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import (
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"github.com/hajimehoshi/ebiten/internal/input"
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"github.com/hajimehoshi/ebiten/internal/ui"
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)
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@ -28,7 +29,7 @@ import (
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//
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// This function is concurrent-safe.
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func InputChars() []rune {
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rb := ui.CurrentInput().RuneBuffer()
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rb := input.Get().RuneBuffer()
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return append(make([]rune, 0, len(rb)), rb...)
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}
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@ -36,14 +37,14 @@ func InputChars() []rune {
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//
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// This function is concurrent-safe.
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func IsKeyPressed(key Key) bool {
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return ui.CurrentInput().IsKeyPressed(ui.Key(key))
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return input.Get().IsKeyPressed(input.Key(key))
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}
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// CursorPosition returns a position of a mouse cursor.
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//
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// This function is concurrent-safe.
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func CursorPosition() (x, y int) {
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return ui.CurrentInput().CursorPosition()
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return ui.AdjustedCursorPosition()
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}
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// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
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@ -53,7 +54,7 @@ func CursorPosition() (x, y int) {
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// Note that touch events not longer affect this function's result as of 1.4.0-alpha.
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// Use Touches instead.
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func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return ui.CurrentInput().IsMouseButtonPressed(ui.MouseButton(mouseButton))
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return input.Get().IsMouseButtonPressed(input.MouseButton(mouseButton))
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}
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// GamepadIDs returns a slice indicating available gamepad IDs.
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@ -62,7 +63,7 @@ func IsMouseButtonPressed(mouseButton MouseButton) bool {
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//
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// This function always returns an empty slice on mobiles.
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func GamepadIDs() []int {
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return ui.CurrentInput().GamepadIDs()
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return input.Get().GamepadIDs()
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}
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// GamepadAxisNum returns the number of axes of the gamepad (id).
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@ -71,7 +72,7 @@ func GamepadIDs() []int {
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//
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// This function always returns 0 on mobiles.
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func GamepadAxisNum(id int) int {
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return ui.CurrentInput().GamepadAxisNum(id)
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return input.Get().GamepadAxisNum(id)
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}
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// GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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@ -80,7 +81,7 @@ func GamepadAxisNum(id int) int {
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//
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// This function always returns 0 on mobiles.
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func GamepadAxis(id int, axis int) float64 {
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return ui.CurrentInput().GamepadAxis(id, axis)
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return input.Get().GamepadAxis(id, axis)
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}
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// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
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@ -89,7 +90,7 @@ func GamepadAxis(id int, axis int) float64 {
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//
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// This function always returns 0 on mobiles.
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func GamepadButtonNum(id int) int {
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return ui.CurrentInput().GamepadButtonNum(id)
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return input.Get().GamepadButtonNum(id)
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}
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// IsGamepadButtonPressed returns the boolean indicating the given button of the gamepad (id) is pressed or not.
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@ -102,7 +103,7 @@ func GamepadButtonNum(id int) int {
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//
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// This function always returns false on mobiles.
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func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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return ui.CurrentInput().IsGamepadButtonPressed(id, ui.GamepadButton(button))
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return input.Get().IsGamepadButtonPressed(id, input.GamepadButton(button))
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}
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// Touch represents a touch state.
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@ -118,7 +119,7 @@ type Touch interface {
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//
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// Touches always returns nil on desktops.
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func Touches() []Touch {
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t := ui.CurrentInput().Touches()
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t := input.Get().Touches()
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tt := make([]Touch, len(t))
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for i := 0; i < len(tt); i++ {
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tt[i] = t[i]
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@ -12,7 +12,7 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ui
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package input
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type GamepadButton int
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@ -12,23 +12,18 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ui
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package input
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var currentInput = &Input{}
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var theInput = &Input{}
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type Touch interface {
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ID() int
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Position() (x, y int)
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}
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func CurrentInput() *Input {
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return currentInput
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func Get() *Input {
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return theInput
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}
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func (i *Input) CursorPosition() (x, y int) {
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i.m.RLock()
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defer i.m.RUnlock()
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return adjustCursorPosition(i.cursorX, i.cursorY)
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return i.cursorX, i.cursorY
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}
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var emptyIDs = []int{}
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@ -86,9 +81,9 @@ func (i *Input) IsGamepadButtonPressed(id int, button GamepadButton) bool {
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return i.gamepads[id].buttonPressed[button]
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}
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var emptyTouches = []Touch{}
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var emptyTouches = []*Touch{}
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func (in *Input) Touches() []Touch {
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func (in *Input) Touches() []*Touch {
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in.m.RLock()
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defer in.m.RUnlock()
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@ -98,9 +93,9 @@ func (in *Input) Touches() []Touch {
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return emptyTouches
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}
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t := make([]Touch, len(in.touches))
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t := make([]*Touch, len(in.touches))
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for i := 0; i < len(t); i++ {
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t[i] = &in.touches[i]
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t[i] = in.touches[i]
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}
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return t
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}
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@ -113,16 +108,24 @@ type gamePad struct {
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buttonPressed [256]bool
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}
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type touch struct {
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type Touch struct {
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id int
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x int
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y int
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}
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func (t *touch) ID() int {
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func NewTouch(id int, x, y int) *Touch {
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return &Touch{
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id: id,
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x: x,
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y: y,
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}
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}
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func (t *Touch) ID() int {
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return t.id
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}
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func (t *touch) Position() (x, y int) {
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func (t *Touch) Position() (x, y int) {
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return t.x, t.y
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}
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@ -17,7 +17,7 @@
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// +build !android
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// +build !ios
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package ui
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package input
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import (
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"sync"
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@ -32,7 +32,7 @@ type Input struct {
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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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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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@ -43,6 +43,12 @@ func (i *Input) RuneBuffer() []rune {
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return i.runeBuffer
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}
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func (i *Input) ClearRuneBuffer() {
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i.m.RLock()
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defer i.m.RUnlock()
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i.runeBuffer = i.runeBuffer[: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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@ -83,7 +89,7 @@ var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
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glfw.MouseButtonMiddle: MouseButtonMiddle,
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}
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func (i *Input) update(window *glfw.Window, scale float64) {
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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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@ -14,9 +14,11 @@
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// +build js
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package ui
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package input
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import (
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"unicode"
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"github.com/gopherjs/gopherjs/js"
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)
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@ -34,7 +36,7 @@ type Input struct {
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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
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touches []*Touch
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runeBuffer []rune
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m mockRWLock
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}
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@ -43,6 +45,10 @@ func (i *Input) RuneBuffer() []rune {
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return i.runeBuffer
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}
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func (i *Input) ClearRuneBuffer() {
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i.runeBuffer = nil
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}
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func (i *Input) IsKeyPressed(key Key) bool {
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if i.keyPressed != nil {
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for _, c := range keyToCodes[key] {
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@ -131,7 +137,7 @@ func (i *Input) setMouseCursor(x, y int) {
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i.cursorX, i.cursorY = x, y
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}
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func (i *Input) updateGamepads() {
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func (i *Input) UpdateGamepads() {
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nav := js.Global.Get("navigator")
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if nav.Get("getGamepads") == js.Undefined {
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return
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@ -170,7 +176,111 @@ func (i *Input) updateGamepads() {
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}
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}
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func (i *Input) updateTouches(t []touch) {
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i.touches = make([]touch, len(t))
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func (i *Input) updateTouches(t []*Touch) {
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i.touches = make([]*Touch, len(t))
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copy(i.touches, t)
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}
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|
||||
func OnKeyDown(e *js.Object) {
|
||||
c := e.Get("code")
|
||||
if c == js.Undefined {
|
||||
code := e.Get("keyCode").Int()
|
||||
if keyCodeToKeyEdge[code] == KeyUp ||
|
||||
keyCodeToKeyEdge[code] == KeyDown ||
|
||||
keyCodeToKeyEdge[code] == KeyLeft ||
|
||||
keyCodeToKeyEdge[code] == KeyRight ||
|
||||
keyCodeToKeyEdge[code] == KeyBackspace ||
|
||||
keyCodeToKeyEdge[code] == KeyTab {
|
||||
e.Call("preventDefault")
|
||||
}
|
||||
theInput.keyDownEdge(code)
|
||||
return
|
||||
}
|
||||
cs := c.String()
|
||||
if cs == keyToCodes[KeyUp][0] ||
|
||||
cs == keyToCodes[KeyDown][0] ||
|
||||
cs == keyToCodes[KeyLeft][0] ||
|
||||
cs == keyToCodes[KeyRight][0] ||
|
||||
cs == keyToCodes[KeyBackspace][0] ||
|
||||
cs == keyToCodes[KeyTab][0] {
|
||||
e.Call("preventDefault")
|
||||
}
|
||||
theInput.keyDown(cs)
|
||||
}
|
||||
|
||||
func OnKeyPress(e *js.Object) {
|
||||
e.Call("preventDefault")
|
||||
if r := rune(e.Get("charCode").Int()); unicode.IsPrint(r) {
|
||||
theInput.runeBuffer = append(theInput.runeBuffer, r)
|
||||
}
|
||||
}
|
||||
|
||||
func OnKeyUp(e *js.Object) {
|
||||
e.Call("preventDefault")
|
||||
if e.Get("code") == js.Undefined {
|
||||
// Assume that UA is Edge.
|
||||
code := e.Get("keyCode").Int()
|
||||
theInput.keyUpEdge(code)
|
||||
return
|
||||
}
|
||||
code := e.Get("code").String()
|
||||
theInput.keyUp(code)
|
||||
}
|
||||
|
||||
func OnMouseDown(e *js.Object, scale float64, left, top int) {
|
||||
e.Call("preventDefault")
|
||||
button := e.Get("button").Int()
|
||||
theInput.mouseDown(button)
|
||||
setMouseCursorFromEvent(e, scale, left, top)
|
||||
}
|
||||
|
||||
func OnMouseUp(e *js.Object, scale float64, left, top int) {
|
||||
e.Call("preventDefault")
|
||||
button := e.Get("button").Int()
|
||||
theInput.mouseUp(button)
|
||||
setMouseCursorFromEvent(e, scale, left, top)
|
||||
}
|
||||
|
||||
func OnMouseMove(e *js.Object, scale float64, left, top int) {
|
||||
e.Call("preventDefault")
|
||||
setMouseCursorFromEvent(e, scale, left, top)
|
||||
}
|
||||
|
||||
func OnTouchStart(e *js.Object, scale float64, left, top int) {
|
||||
e.Call("preventDefault")
|
||||
theInput.updateTouches(touchEventToTouches(e, scale, left, top))
|
||||
}
|
||||
|
||||
func OnTouchEnd(e *js.Object, scale float64, left, top int) {
|
||||
e.Call("preventDefault")
|
||||
theInput.updateTouches(touchEventToTouches(e, scale, left, top))
|
||||
}
|
||||
|
||||
func OnTouchMove(e *js.Object, scale float64, left, top int) {
|
||||
e.Call("preventDefault")
|
||||
theInput.updateTouches(touchEventToTouches(e, scale, left, top))
|
||||
}
|
||||
|
||||
func setMouseCursorFromEvent(e *js.Object, scale float64, left, top int) {
|
||||
x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
|
||||
x -= left
|
||||
y -= top
|
||||
theInput.setMouseCursor(int(float64(x)/scale), int(float64(y)/scale))
|
||||
}
|
||||
|
||||
func touchEventToTouches(e *js.Object, scale float64, left, top int) []*Touch {
|
||||
j := e.Get("targetTouches")
|
||||
t := make([]*Touch, j.Get("length").Int())
|
||||
for i := 0; i < len(t); i++ {
|
||||
jj := j.Call("item", i)
|
||||
id := jj.Get("identifier").Int()
|
||||
x := int(float64(jj.Get("clientX").Int()-left) / scale)
|
||||
y := int(float64(jj.Get("clientY").Int()-top) / scale)
|
||||
t[i] = &Touch{
|
||||
id: id,
|
||||
x: x,
|
||||
y: y,
|
||||
}
|
||||
}
|
||||
return t
|
||||
}
|
@ -14,7 +14,7 @@
|
||||
|
||||
// +build android ios
|
||||
|
||||
package ui
|
||||
package input
|
||||
|
||||
import (
|
||||
"sync"
|
||||
@ -24,7 +24,7 @@ type Input struct {
|
||||
cursorX int
|
||||
cursorY int
|
||||
gamepads [16]gamePad
|
||||
touches []touch
|
||||
touches []*Touch
|
||||
m sync.RWMutex
|
||||
}
|
||||
|
||||
@ -40,13 +40,16 @@ func (i *Input) IsMouseButtonPressed(key MouseButton) bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (i *Input) updateTouches(touches []Touch, dx, dy int) {
|
||||
func (i *Input) UpdateTouches(touches []*Touch, dx, dy int) {
|
||||
i.m.Lock()
|
||||
ts := make([]touch, len(touches))
|
||||
ts := make([]*Touch, len(touches))
|
||||
for i := 0; i < len(ts); i++ {
|
||||
ts[i].id = touches[i].ID()
|
||||
x, y := touches[i].Position()
|
||||
ts[i].x, ts[i].y = x+dx, y+dy
|
||||
ts[i] = &Touch{
|
||||
id: touches[i].id,
|
||||
x: x + dx,
|
||||
y: y + dy,
|
||||
}
|
||||
}
|
||||
i.touches = ts
|
||||
i.m.Unlock()
|
@ -14,7 +14,7 @@
|
||||
|
||||
// Code generated by genkeys.go using 'go generate'. DO NOT EDIT.
|
||||
|
||||
package ui
|
||||
package input
|
||||
|
||||
type Key int
|
||||
|
@ -19,7 +19,7 @@
|
||||
// +build !android
|
||||
// +build !ios
|
||||
|
||||
package ui
|
||||
package input
|
||||
|
||||
import (
|
||||
glfw "github.com/go-gl/glfw/v3.2/glfw"
|
@ -16,7 +16,7 @@
|
||||
|
||||
// +build js
|
||||
|
||||
package ui
|
||||
package input
|
||||
|
||||
var keyToCodes = map[Key][]string{
|
||||
Key0: {
|
@ -12,7 +12,7 @@
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
package ui
|
||||
package input
|
||||
|
||||
type MouseButton int
|
||||
|
@ -22,9 +22,10 @@ import (
|
||||
"golang.org/x/mobile/event/lifecycle"
|
||||
"golang.org/x/mobile/event/paint"
|
||||
"golang.org/x/mobile/event/size"
|
||||
mtouch "golang.org/x/mobile/event/touch"
|
||||
"golang.org/x/mobile/event/touch"
|
||||
"golang.org/x/mobile/gl"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/internal/input"
|
||||
"github.com/hajimehoshi/ebiten/internal/opengl"
|
||||
)
|
||||
|
||||
@ -34,7 +35,7 @@ var (
|
||||
|
||||
func appMain(a app.App) {
|
||||
var glctx gl.Context
|
||||
touches := map[mtouch.Sequence]*touch{}
|
||||
touches := map[touch.Sequence]*input.Touch{}
|
||||
for e := range a.Events() {
|
||||
switch e := a.Filter(e).(type) {
|
||||
case lifecycle.Event:
|
||||
@ -61,20 +62,17 @@ func appMain(a app.App) {
|
||||
<-chRenderEnd
|
||||
a.Publish()
|
||||
a.Send(paint.Event{})
|
||||
case mtouch.Event:
|
||||
case touch.Event:
|
||||
switch e.Type {
|
||||
case mtouch.TypeBegin, mtouch.TypeMove:
|
||||
case touch.TypeBegin, touch.TypeMove:
|
||||
s := float32(actualScale())
|
||||
t := &touch{
|
||||
id: int(e.Sequence), // TODO: Is it ok to cast from int64 to int here?
|
||||
x: int(e.X / s),
|
||||
y: int(e.Y / s),
|
||||
}
|
||||
// TODO: Is it ok to cast from int64 to int here?
|
||||
t := input.NewTouch(int(e.Sequence), int(e.X/s), int(e.Y/s))
|
||||
touches[e.Sequence] = t
|
||||
case mtouch.TypeEnd:
|
||||
case touch.TypeEnd:
|
||||
delete(touches, e.Sequence)
|
||||
}
|
||||
ts := []Touch{}
|
||||
ts := []*input.Touch{}
|
||||
for _, t := range touches {
|
||||
ts = append(ts, t)
|
||||
}
|
||||
|
@ -29,6 +29,7 @@ import (
|
||||
"github.com/go-gl/glfw/v3.2/glfw"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/internal/devicescale"
|
||||
"github.com/hajimehoshi/ebiten/internal/input"
|
||||
"github.com/hajimehoshi/ebiten/internal/opengl"
|
||||
)
|
||||
|
||||
@ -347,6 +348,10 @@ func ScreenPadding() (x0, y0, x1, y1 float64) {
|
||||
return ox, oy, ox, oy
|
||||
}
|
||||
|
||||
func AdjustedCursorPosition() (x, y int) {
|
||||
return adjustCursorPosition(input.Get().CursorPosition())
|
||||
}
|
||||
|
||||
func adjustCursorPosition(x, y int) (int, int) {
|
||||
u := currentUI
|
||||
if !u.isRunning() {
|
||||
@ -486,7 +491,7 @@ func (u *userInterface) actualScreenScale() float64 {
|
||||
// pollEvents must be called from the main thread.
|
||||
func (u *userInterface) pollEvents() {
|
||||
glfw.PollEvents()
|
||||
currentInput.update(u.window, u.getScale()*glfwScale())
|
||||
input.Get().Update(u.window, u.getScale()*glfwScale())
|
||||
}
|
||||
|
||||
func (u *userInterface) updateGraphicsContext(g GraphicsContext) {
|
||||
@ -542,7 +547,7 @@ func (u *userInterface) update(g GraphicsContext) error {
|
||||
return nil
|
||||
})
|
||||
if err := g.Update(func() {
|
||||
currentInput.runeBuffer = currentInput.runeBuffer[:0]
|
||||
input.Get().ClearRuneBuffer()
|
||||
// The offscreens must be updated every frame (#490).
|
||||
u.updateGraphicsContext(g)
|
||||
}); err != nil {
|
||||
|
@ -19,11 +19,11 @@ package ui
|
||||
import (
|
||||
"image"
|
||||
"strconv"
|
||||
"unicode"
|
||||
|
||||
"github.com/gopherjs/gopherjs/js"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/internal/devicescale"
|
||||
"github.com/hajimehoshi/ebiten/internal/input"
|
||||
"github.com/hajimehoshi/ebiten/internal/opengl"
|
||||
)
|
||||
|
||||
@ -77,8 +77,8 @@ func ScreenPadding() (x0, y0, x1, y1 float64) {
|
||||
return 0, 0, 0, 0
|
||||
}
|
||||
|
||||
func adjustCursorPosition(x, y int) (int, int) {
|
||||
return x, y
|
||||
func AdjustedCursorPosition() (x, y int) {
|
||||
return input.Get().CursorPosition()
|
||||
}
|
||||
|
||||
func IsCursorVisible() bool {
|
||||
@ -151,10 +151,10 @@ func (u *userInterface) update(g GraphicsContext) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
currentInput.updateGamepads()
|
||||
input.Get().UpdateGamepads()
|
||||
u.updateGraphicsContext(g)
|
||||
if err := g.Update(func() {
|
||||
currentInput.runeBuffer = nil
|
||||
input.Get().ClearRuneBuffer()
|
||||
// The offscreens must be updated every frame (#490).
|
||||
u.updateGraphicsContext(g)
|
||||
}); err != nil {
|
||||
@ -180,21 +180,6 @@ func (u *userInterface) loop(g GraphicsContext) error {
|
||||
return <-ch
|
||||
}
|
||||
|
||||
func touchEventToTouches(e *js.Object) []touch {
|
||||
scale := currentUI.getScale()
|
||||
j := e.Get("targetTouches")
|
||||
rect := canvas.Call("getBoundingClientRect")
|
||||
left, top := rect.Get("left").Int(), rect.Get("top").Int()
|
||||
t := make([]touch, j.Get("length").Int())
|
||||
for i := 0; i < len(t); i++ {
|
||||
jj := j.Call("item", i)
|
||||
t[i].id = jj.Get("identifier").Int()
|
||||
t[i].x = int(float64(jj.Get("clientX").Int()-left) / scale)
|
||||
t[i].y = int(float64(jj.Get("clientY").Int()-top) / scale)
|
||||
}
|
||||
return t
|
||||
}
|
||||
|
||||
func init() {
|
||||
if err := initialize(); err != nil {
|
||||
panic(err)
|
||||
@ -263,66 +248,22 @@ func initialize() error {
|
||||
canvas.Get("style").Set("outline", "none")
|
||||
|
||||
// Keyboard
|
||||
canvas.Call("addEventListener", "keydown", func(e *js.Object) {
|
||||
c := e.Get("code")
|
||||
if c == js.Undefined {
|
||||
code := e.Get("keyCode").Int()
|
||||
if keyCodeToKeyEdge[code] == KeyUp ||
|
||||
keyCodeToKeyEdge[code] == KeyDown ||
|
||||
keyCodeToKeyEdge[code] == KeyLeft ||
|
||||
keyCodeToKeyEdge[code] == KeyRight ||
|
||||
keyCodeToKeyEdge[code] == KeyBackspace ||
|
||||
keyCodeToKeyEdge[code] == KeyTab {
|
||||
e.Call("preventDefault")
|
||||
}
|
||||
currentInput.keyDownEdge(code)
|
||||
return
|
||||
}
|
||||
cs := c.String()
|
||||
if cs == keyToCodes[KeyUp][0] ||
|
||||
cs == keyToCodes[KeyDown][0] ||
|
||||
cs == keyToCodes[KeyLeft][0] ||
|
||||
cs == keyToCodes[KeyRight][0] ||
|
||||
cs == keyToCodes[KeyBackspace][0] ||
|
||||
cs == keyToCodes[KeyTab][0] {
|
||||
e.Call("preventDefault")
|
||||
}
|
||||
currentInput.keyDown(cs)
|
||||
})
|
||||
canvas.Call("addEventListener", "keypress", func(e *js.Object) {
|
||||
e.Call("preventDefault")
|
||||
if r := rune(e.Get("charCode").Int()); unicode.IsPrint(r) {
|
||||
currentInput.runeBuffer = append(currentInput.runeBuffer, r)
|
||||
}
|
||||
})
|
||||
canvas.Call("addEventListener", "keyup", func(e *js.Object) {
|
||||
e.Call("preventDefault")
|
||||
if e.Get("code") == js.Undefined {
|
||||
// Assume that UA is Edge.
|
||||
code := e.Get("keyCode").Int()
|
||||
currentInput.keyUpEdge(code)
|
||||
return
|
||||
}
|
||||
code := e.Get("code").String()
|
||||
currentInput.keyUp(code)
|
||||
})
|
||||
canvas.Call("addEventListener", "keydown", input.OnKeyDown)
|
||||
canvas.Call("addEventListener", "keypress", input.OnKeyPress)
|
||||
canvas.Call("addEventListener", "keyup", input.OnKeyUp)
|
||||
|
||||
// Mouse
|
||||
canvas.Call("addEventListener", "mousedown", func(e *js.Object) {
|
||||
e.Call("preventDefault")
|
||||
button := e.Get("button").Int()
|
||||
currentInput.mouseDown(button)
|
||||
setMouseCursorFromEvent(e)
|
||||
rect := canvas.Call("getBoundingClientRect")
|
||||
input.OnMouseDown(e, currentUI.getScale(), rect.Get("left").Int(), rect.Get("top").Int())
|
||||
})
|
||||
canvas.Call("addEventListener", "mouseup", func(e *js.Object) {
|
||||
e.Call("preventDefault")
|
||||
button := e.Get("button").Int()
|
||||
currentInput.mouseUp(button)
|
||||
setMouseCursorFromEvent(e)
|
||||
rect := canvas.Call("getBoundingClientRect")
|
||||
input.OnMouseUp(e, currentUI.getScale(), rect.Get("left").Int(), rect.Get("top").Int())
|
||||
})
|
||||
canvas.Call("addEventListener", "mousemove", func(e *js.Object) {
|
||||
e.Call("preventDefault")
|
||||
setMouseCursorFromEvent(e)
|
||||
rect := canvas.Call("getBoundingClientRect")
|
||||
input.OnMouseMove(e, currentUI.getScale(), rect.Get("left").Int(), rect.Get("top").Int())
|
||||
})
|
||||
canvas.Call("addEventListener", "contextmenu", func(e *js.Object) {
|
||||
e.Call("preventDefault")
|
||||
@ -330,16 +271,16 @@ func initialize() error {
|
||||
|
||||
// Touch
|
||||
canvas.Call("addEventListener", "touchstart", func(e *js.Object) {
|
||||
e.Call("preventDefault")
|
||||
currentInput.updateTouches(touchEventToTouches(e))
|
||||
rect := canvas.Call("getBoundingClientRect")
|
||||
input.OnTouchStart(e, currentUI.getScale(), rect.Get("left").Int(), rect.Get("top").Int())
|
||||
})
|
||||
canvas.Call("addEventListener", "touchend", func(e *js.Object) {
|
||||
e.Call("preventDefault")
|
||||
currentInput.updateTouches(touchEventToTouches(e))
|
||||
rect := canvas.Call("getBoundingClientRect")
|
||||
input.OnTouchEnd(e, currentUI.getScale(), rect.Get("left").Int(), rect.Get("top").Int())
|
||||
})
|
||||
canvas.Call("addEventListener", "touchmove", func(e *js.Object) {
|
||||
e.Call("preventDefault")
|
||||
currentInput.updateTouches(touchEventToTouches(e))
|
||||
rect := canvas.Call("getBoundingClientRect")
|
||||
input.OnTouchMove(e, currentUI.getScale(), rect.Get("left").Int(), rect.Get("top").Int())
|
||||
})
|
||||
|
||||
// Gamepad
|
||||
@ -357,15 +298,6 @@ func initialize() error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func setMouseCursorFromEvent(e *js.Object) {
|
||||
scale := currentUI.getScale()
|
||||
rect := canvas.Call("getBoundingClientRect")
|
||||
x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
|
||||
x -= rect.Get("left").Int()
|
||||
y -= rect.Get("top").Int()
|
||||
currentInput.setMouseCursor(int(float64(x)/scale), int(float64(y)/scale))
|
||||
}
|
||||
|
||||
func RunMainThreadLoop(ch <-chan error) error {
|
||||
return <-ch
|
||||
}
|
||||
|
@ -24,6 +24,7 @@ import (
|
||||
"time"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/internal/devicescale"
|
||||
"github.com/hajimehoshi/ebiten/internal/input"
|
||||
"github.com/hajimehoshi/ebiten/internal/opengl"
|
||||
)
|
||||
|
||||
@ -237,8 +238,8 @@ func (u *userInterface) screenPaddingImpl() (x0, y0, x1, y1 float64) {
|
||||
return ox, oy, ox, oy
|
||||
}
|
||||
|
||||
func adjustCursorPosition(x, y int) (int, int) {
|
||||
return currentUI.adjustCursorPosition(x, y)
|
||||
func AdjustedCursorPosition() (x, y int) {
|
||||
return currentUI.adjustCursorPosition(input.Get().CursorPosition())
|
||||
}
|
||||
|
||||
func (u *userInterface) adjustCursorPosition(x, y int) (int, int) {
|
||||
@ -285,10 +286,10 @@ func SetWindowDecorated(decorated bool) {
|
||||
// Do nothing
|
||||
}
|
||||
|
||||
func UpdateTouches(touches []Touch) {
|
||||
func UpdateTouches(touches []*input.Touch) {
|
||||
currentUI.m.Lock()
|
||||
ox, oy, _, _ := currentUI.screenPaddingImpl()
|
||||
s := currentUI.actualScaleImpl()
|
||||
currentUI.m.Unlock()
|
||||
currentInput.updateTouches(touches, -int(ox/s), -int(oy/s))
|
||||
input.Get().UpdateTouches(touches, -int(ox/s), -int(oy/s))
|
||||
}
|
||||
|
158
keys.go
158
keys.go
@ -17,7 +17,7 @@
|
||||
package ebiten
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/internal/ui"
|
||||
"github.com/hajimehoshi/ebiten/internal/input"
|
||||
)
|
||||
|
||||
// A Key represents a keyboard key.
|
||||
@ -27,83 +27,83 @@ type Key int
|
||||
|
||||
// Keys
|
||||
const (
|
||||
Key0 Key = Key(ui.Key0)
|
||||
Key1 Key = Key(ui.Key1)
|
||||
Key2 Key = Key(ui.Key2)
|
||||
Key3 Key = Key(ui.Key3)
|
||||
Key4 Key = Key(ui.Key4)
|
||||
Key5 Key = Key(ui.Key5)
|
||||
Key6 Key = Key(ui.Key6)
|
||||
Key7 Key = Key(ui.Key7)
|
||||
Key8 Key = Key(ui.Key8)
|
||||
Key9 Key = Key(ui.Key9)
|
||||
KeyA Key = Key(ui.KeyA)
|
||||
KeyB Key = Key(ui.KeyB)
|
||||
KeyC Key = Key(ui.KeyC)
|
||||
KeyD Key = Key(ui.KeyD)
|
||||
KeyE Key = Key(ui.KeyE)
|
||||
KeyF Key = Key(ui.KeyF)
|
||||
KeyG Key = Key(ui.KeyG)
|
||||
KeyH Key = Key(ui.KeyH)
|
||||
KeyI Key = Key(ui.KeyI)
|
||||
KeyJ Key = Key(ui.KeyJ)
|
||||
KeyK Key = Key(ui.KeyK)
|
||||
KeyL Key = Key(ui.KeyL)
|
||||
KeyM Key = Key(ui.KeyM)
|
||||
KeyN Key = Key(ui.KeyN)
|
||||
KeyO Key = Key(ui.KeyO)
|
||||
KeyP Key = Key(ui.KeyP)
|
||||
KeyQ Key = Key(ui.KeyQ)
|
||||
KeyR Key = Key(ui.KeyR)
|
||||
KeyS Key = Key(ui.KeyS)
|
||||
KeyT Key = Key(ui.KeyT)
|
||||
KeyU Key = Key(ui.KeyU)
|
||||
KeyV Key = Key(ui.KeyV)
|
||||
KeyW Key = Key(ui.KeyW)
|
||||
KeyX Key = Key(ui.KeyX)
|
||||
KeyY Key = Key(ui.KeyY)
|
||||
KeyZ Key = Key(ui.KeyZ)
|
||||
KeyAlt Key = Key(ui.KeyAlt)
|
||||
KeyApostrophe Key = Key(ui.KeyApostrophe)
|
||||
KeyBackslash Key = Key(ui.KeyBackslash)
|
||||
KeyBackspace Key = Key(ui.KeyBackspace)
|
||||
KeyCapsLock Key = Key(ui.KeyCapsLock)
|
||||
KeyComma Key = Key(ui.KeyComma)
|
||||
KeyControl Key = Key(ui.KeyControl)
|
||||
KeyDelete Key = Key(ui.KeyDelete)
|
||||
KeyDown Key = Key(ui.KeyDown)
|
||||
KeyEnd Key = Key(ui.KeyEnd)
|
||||
KeyEnter Key = Key(ui.KeyEnter)
|
||||
KeyEqual Key = Key(ui.KeyEqual)
|
||||
KeyEscape Key = Key(ui.KeyEscape)
|
||||
KeyF1 Key = Key(ui.KeyF1)
|
||||
KeyF2 Key = Key(ui.KeyF2)
|
||||
KeyF3 Key = Key(ui.KeyF3)
|
||||
KeyF4 Key = Key(ui.KeyF4)
|
||||
KeyF5 Key = Key(ui.KeyF5)
|
||||
KeyF6 Key = Key(ui.KeyF6)
|
||||
KeyF7 Key = Key(ui.KeyF7)
|
||||
KeyF8 Key = Key(ui.KeyF8)
|
||||
KeyF9 Key = Key(ui.KeyF9)
|
||||
KeyF10 Key = Key(ui.KeyF10)
|
||||
KeyF11 Key = Key(ui.KeyF11)
|
||||
KeyF12 Key = Key(ui.KeyF12)
|
||||
KeyGraveAccent Key = Key(ui.KeyGraveAccent)
|
||||
KeyHome Key = Key(ui.KeyHome)
|
||||
KeyInsert Key = Key(ui.KeyInsert)
|
||||
KeyLeft Key = Key(ui.KeyLeft)
|
||||
KeyLeftBracket Key = Key(ui.KeyLeftBracket)
|
||||
KeyMinus Key = Key(ui.KeyMinus)
|
||||
KeyPageDown Key = Key(ui.KeyPageDown)
|
||||
KeyPageUp Key = Key(ui.KeyPageUp)
|
||||
KeyPeriod Key = Key(ui.KeyPeriod)
|
||||
KeyRight Key = Key(ui.KeyRight)
|
||||
KeyRightBracket Key = Key(ui.KeyRightBracket)
|
||||
KeySemicolon Key = Key(ui.KeySemicolon)
|
||||
KeyShift Key = Key(ui.KeyShift)
|
||||
KeySlash Key = Key(ui.KeySlash)
|
||||
KeySpace Key = Key(ui.KeySpace)
|
||||
KeyTab Key = Key(ui.KeyTab)
|
||||
KeyUp Key = Key(ui.KeyUp)
|
||||
Key0 Key = Key(input.Key0)
|
||||
Key1 Key = Key(input.Key1)
|
||||
Key2 Key = Key(input.Key2)
|
||||
Key3 Key = Key(input.Key3)
|
||||
Key4 Key = Key(input.Key4)
|
||||
Key5 Key = Key(input.Key5)
|
||||
Key6 Key = Key(input.Key6)
|
||||
Key7 Key = Key(input.Key7)
|
||||
Key8 Key = Key(input.Key8)
|
||||
Key9 Key = Key(input.Key9)
|
||||
KeyA Key = Key(input.KeyA)
|
||||
KeyB Key = Key(input.KeyB)
|
||||
KeyC Key = Key(input.KeyC)
|
||||
KeyD Key = Key(input.KeyD)
|
||||
KeyE Key = Key(input.KeyE)
|
||||
KeyF Key = Key(input.KeyF)
|
||||
KeyG Key = Key(input.KeyG)
|
||||
KeyH Key = Key(input.KeyH)
|
||||
KeyI Key = Key(input.KeyI)
|
||||
KeyJ Key = Key(input.KeyJ)
|
||||
KeyK Key = Key(input.KeyK)
|
||||
KeyL Key = Key(input.KeyL)
|
||||
KeyM Key = Key(input.KeyM)
|
||||
KeyN Key = Key(input.KeyN)
|
||||
KeyO Key = Key(input.KeyO)
|
||||
KeyP Key = Key(input.KeyP)
|
||||
KeyQ Key = Key(input.KeyQ)
|
||||
KeyR Key = Key(input.KeyR)
|
||||
KeyS Key = Key(input.KeyS)
|
||||
KeyT Key = Key(input.KeyT)
|
||||
KeyU Key = Key(input.KeyU)
|
||||
KeyV Key = Key(input.KeyV)
|
||||
KeyW Key = Key(input.KeyW)
|
||||
KeyX Key = Key(input.KeyX)
|
||||
KeyY Key = Key(input.KeyY)
|
||||
KeyZ Key = Key(input.KeyZ)
|
||||
KeyAlt Key = Key(input.KeyAlt)
|
||||
KeyApostrophe Key = Key(input.KeyApostrophe)
|
||||
KeyBackslash Key = Key(input.KeyBackslash)
|
||||
KeyBackspace Key = Key(input.KeyBackspace)
|
||||
KeyCapsLock Key = Key(input.KeyCapsLock)
|
||||
KeyComma Key = Key(input.KeyComma)
|
||||
KeyControl Key = Key(input.KeyControl)
|
||||
KeyDelete Key = Key(input.KeyDelete)
|
||||
KeyDown Key = Key(input.KeyDown)
|
||||
KeyEnd Key = Key(input.KeyEnd)
|
||||
KeyEnter Key = Key(input.KeyEnter)
|
||||
KeyEqual Key = Key(input.KeyEqual)
|
||||
KeyEscape Key = Key(input.KeyEscape)
|
||||
KeyF1 Key = Key(input.KeyF1)
|
||||
KeyF2 Key = Key(input.KeyF2)
|
||||
KeyF3 Key = Key(input.KeyF3)
|
||||
KeyF4 Key = Key(input.KeyF4)
|
||||
KeyF5 Key = Key(input.KeyF5)
|
||||
KeyF6 Key = Key(input.KeyF6)
|
||||
KeyF7 Key = Key(input.KeyF7)
|
||||
KeyF8 Key = Key(input.KeyF8)
|
||||
KeyF9 Key = Key(input.KeyF9)
|
||||
KeyF10 Key = Key(input.KeyF10)
|
||||
KeyF11 Key = Key(input.KeyF11)
|
||||
KeyF12 Key = Key(input.KeyF12)
|
||||
KeyGraveAccent Key = Key(input.KeyGraveAccent)
|
||||
KeyHome Key = Key(input.KeyHome)
|
||||
KeyInsert Key = Key(input.KeyInsert)
|
||||
KeyLeft Key = Key(input.KeyLeft)
|
||||
KeyLeftBracket Key = Key(input.KeyLeftBracket)
|
||||
KeyMinus Key = Key(input.KeyMinus)
|
||||
KeyPageDown Key = Key(input.KeyPageDown)
|
||||
KeyPageUp Key = Key(input.KeyPageUp)
|
||||
KeyPeriod Key = Key(input.KeyPeriod)
|
||||
KeyRight Key = Key(input.KeyRight)
|
||||
KeyRightBracket Key = Key(input.KeyRightBracket)
|
||||
KeySemicolon Key = Key(input.KeySemicolon)
|
||||
KeyShift Key = Key(input.KeyShift)
|
||||
KeySlash Key = Key(input.KeySlash)
|
||||
KeySpace Key = Key(input.KeySpace)
|
||||
KeyTab Key = Key(input.KeyTab)
|
||||
KeyUp Key = Key(input.KeyUp)
|
||||
KeyMax Key = KeyUp
|
||||
)
|
||||
|
@ -17,6 +17,7 @@
|
||||
package mobile
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/internal/input"
|
||||
"github.com/hajimehoshi/ebiten/internal/ui"
|
||||
)
|
||||
|
||||
@ -29,26 +30,13 @@ var (
|
||||
touches = map[int]position{}
|
||||
)
|
||||
|
||||
// touch implements ui.Touch.
|
||||
type touch struct {
|
||||
id int
|
||||
position position
|
||||
}
|
||||
|
||||
func (t touch) ID() int {
|
||||
return t.id
|
||||
}
|
||||
|
||||
func (t touch) Position() (int, int) {
|
||||
// TODO: Is this OK to adjust the position here?
|
||||
return int(float64(t.position.x) / ui.ScreenScale()),
|
||||
int(float64(t.position.y) / ui.ScreenScale())
|
||||
}
|
||||
|
||||
func updateTouches() {
|
||||
ts := []ui.Touch{}
|
||||
ts := []*input.Touch{}
|
||||
for id, position := range touches {
|
||||
ts = append(ts, touch{id, position})
|
||||
// TODO: Is this OK to adjust the position here?
|
||||
x := int(float64(position.x) / ui.ScreenScale())
|
||||
y := int(float64(position.y) / ui.ScreenScale())
|
||||
ts = append(ts, input.NewTouch(id, x, y))
|
||||
}
|
||||
ui.UpdateTouches(ts)
|
||||
}
|
||||
|
@ -15,7 +15,7 @@
|
||||
package ebiten
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/internal/ui"
|
||||
"github.com/hajimehoshi/ebiten/internal/input"
|
||||
)
|
||||
|
||||
// A MouseButton represents a mouse button.
|
||||
@ -23,7 +23,7 @@ type MouseButton int
|
||||
|
||||
// MouseButtons
|
||||
const (
|
||||
MouseButtonLeft MouseButton = MouseButton(ui.MouseButtonLeft)
|
||||
MouseButtonRight MouseButton = MouseButton(ui.MouseButtonRight)
|
||||
MouseButtonMiddle MouseButton = MouseButton(ui.MouseButtonMiddle)
|
||||
MouseButtonLeft MouseButton = MouseButton(input.MouseButtonLeft)
|
||||
MouseButtonRight MouseButton = MouseButton(input.MouseButtonRight)
|
||||
MouseButtonMiddle MouseButton = MouseButton(input.MouseButtonMiddle)
|
||||
)
|
||||
|
Loading…
Reference in New Issue
Block a user