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Add input.Mouse
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@ -46,7 +46,7 @@ or without modification, either commercially and noncommercially.
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THESE FONTS ARE PROVIDED "AS IS" WITHOUT WARRANTY.
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THESE FONTS ARE PROVIDED "AS IS" WITHOUT WARRANTY.
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```
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```
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## other files
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## Other files
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```
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```
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Copyright 2014 Hajime Hoshi
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Copyright 2014 Hajime Hoshi
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@ -57,11 +57,7 @@ func createNativeTexture(textureWidth, textureHeight int, pixels []uint8, filter
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glFilter)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glFilter)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glFilter)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glFilter)
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ptr := interface{}(nil)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, textureWidth, textureHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
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if pixels != nil {
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ptr = pixels
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}
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, textureWidth, textureHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, ptr)
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return nativeTexture
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return nativeTexture
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}
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}
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@ -2,6 +2,7 @@ package input
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type Key int
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type Key int
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// TODO: Add more keys.
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const (
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const (
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KeyUp Key = iota
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KeyUp Key = iota
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KeyDown
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KeyDown
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@ -23,7 +24,7 @@ func SetKeyboard(keyboard Keyboard) {
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func IsKeyPressed(key Key) bool {
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func IsKeyPressed(key Key) bool {
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if currentKeyboard == nil {
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if currentKeyboard == nil {
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panic("ui.IsKeyPressed: currentKeyboard is not set")
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panic("input.IsKeyPressed: currentKeyboard is not set")
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}
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}
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return currentKeyboard.IsKeyPressed(key)
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return currentKeyboard.IsKeyPressed(key)
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}
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}
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35
input/mouse.go
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35
input/mouse.go
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@ -0,0 +1,35 @@
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package input
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type MouseButton int
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const (
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MouseButtonLeft MouseButton = iota
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MouseButtonRight
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MouseButtonMiddle
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MouseButtonMax
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)
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var currentMouse Mouse
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type Mouse interface {
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CurrentPosition() (x, y int)
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IsMouseButtonPressed(mouseButton MouseButton) bool
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}
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func SetMouse(mouse Mouse) {
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currentMouse = mouse
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}
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func CurrentPosition() (x, y int) {
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if currentMouse == nil {
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panic("input.CurrentPosition: currentMouse is not set")
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}
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return currentMouse.CurrentPosition()
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}
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func IsMouseButtonPressed(button MouseButton) bool {
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if currentMouse == nil {
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panic("input.IsMouseButtonPressed: currentMouse is not set")
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}
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return currentMouse.IsMouseButtonPressed(button)
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}
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@ -13,6 +13,7 @@ type canvas struct {
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window *glfw.Window
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window *glfw.Window
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contextUpdater *opengl.ContextUpdater
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contextUpdater *opengl.ContextUpdater
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keyboard keyboard
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keyboard keyboard
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mouse mouse
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funcs chan func()
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funcs chan func()
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funcsDone chan struct{}
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funcsDone chan struct{}
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}
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}
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@ -67,4 +68,5 @@ func (c *canvas) use(f func()) {
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func (c *canvas) update() {
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func (c *canvas) update() {
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c.keyboard.update(c.window)
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c.keyboard.update(c.window)
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c.mouse.update(c.window)
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}
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}
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30
ui/glfw/mouse.go
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30
ui/glfw/mouse.go
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@ -0,0 +1,30 @@
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package glfw
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import (
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glfw "github.com/go-gl/glfw3"
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"github.com/hajimehoshi/ebiten/input"
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"math"
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)
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type mouse struct {
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buttonPressed [input.MouseButtonMax]bool
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x int
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y int
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}
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func (m *mouse) CurrentPosition() (x, y int) {
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return m.x, m.y
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}
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func (m *mouse) IsMouseButtonPressed(button input.MouseButton) bool {
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return m.buttonPressed[button]
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}
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func (m *mouse) update(window *glfw.Window) {
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x, y := window.GetCursorPosition()
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m.x = int(math.Floor(x))
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m.y = int(math.Floor(y))
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for i := input.MouseButtonLeft; i < input.MouseButtonMax; i++ {
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m.buttonPressed[i] = window.GetMouseButton(glfw.MouseButton(i)) == glfw.Press
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}
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}
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@ -36,6 +36,7 @@ func (u *UI) Start(width, height, scale int, title string) (ui.Canvas, error) {
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funcsDone: make(chan struct{}),
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funcsDone: make(chan struct{}),
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}
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}
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input.SetKeyboard(&c.keyboard)
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input.SetKeyboard(&c.keyboard)
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input.SetMouse(&c.mouse)
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graphics.SetTextureFactory(c)
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graphics.SetTextureFactory(c)
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c.run(width, height, scale)
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c.run(width, height, scale)
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