input: Make functions goroutine-safe (#192)

This commit is contained in:
Hajime Hoshi 2016-03-24 23:51:20 +09:00
parent 6efead974f
commit 6ac6b8e7c0
5 changed files with 108 additions and 64 deletions

View File

@ -19,48 +19,62 @@ import (
) )
// IsKeyPressed returns a boolean indicating whether key is pressed. // IsKeyPressed returns a boolean indicating whether key is pressed.
//
// This function is goroutine-safe.
func IsKeyPressed(key Key) bool { func IsKeyPressed(key Key) bool {
return ui.IsKeyPressed(ui.Key(key)) return ui.CurrentInput().IsKeyPressed(ui.Key(key))
} }
// CursorPosition returns a position of a mouse cursor. // CursorPosition returns a position of a mouse cursor.
//
// This function is goroutine-safe.
func CursorPosition() (x, y int) { func CursorPosition() (x, y int) {
return ui.CursorPosition() return ui.CurrentInput().CursorPosition()
} }
// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed. // IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
//
// This function is goroutine-safe.
func IsMouseButtonPressed(mouseButton MouseButton) bool { func IsMouseButtonPressed(mouseButton MouseButton) bool {
return ui.IsMouseButtonPressed(ui.MouseButton(mouseButton)) return ui.CurrentInput().IsMouseButtonPressed(ui.MouseButton(mouseButton))
} }
// GamepadAxisNum returns the number of axes of the gamepad. // GamepadAxisNum returns the number of axes of the gamepad.
// //
// This function is goroutine-safe.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox. // NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser. // To use this API, browsers might require rebooting the browser.
func GamepadAxisNum(id int) int { func GamepadAxisNum(id int) int {
return ui.GamepadAxisNum(id) return ui.CurrentInput().GamepadAxisNum(id)
} }
// GamepadAxis returns the float value [-1.0 - 1.0] of the axis. // GamepadAxis returns the float value [-1.0 - 1.0] of the axis.
// //
// This function is goroutine-safe.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox. // NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser. // To use this API, browsers might require rebooting the browser.
func GamepadAxis(id int, axis int) float64 { func GamepadAxis(id int, axis int) float64 {
return ui.GamepadAxis(id, axis) return ui.CurrentInput().GamepadAxis(id, axis)
} }
// GamepadButtonNum returns the number of the buttons of the gamepad. // GamepadButtonNum returns the number of the buttons of the gamepad.
// //
// This function is goroutine-safe.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox. // NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser. // To use this API, browsers might require rebooting the browser.
func GamepadButtonNum(id int) int { func GamepadButtonNum(id int) int {
return ui.GamepadButtonNum(id) return ui.CurrentInput().GamepadButtonNum(id)
} }
// IsGamepadButtonPressed returns the boolean indicating the buttons is pressed or not. // IsGamepadButtonPressed returns the boolean indicating the buttons is pressed or not.
// //
// This function is goroutine-safe.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox. // NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
// To use this API, browsers might require rebooting the browser. // To use this API, browsers might require rebooting the browser.
func IsGamepadButtonPressed(id int, button GamepadButton) bool { func IsGamepadButtonPressed(id int, button GamepadButton) bool {
return ui.IsGamepadButtonPressed(id, ui.GamepadButton(button)) return ui.CurrentInput().IsGamepadButtonPressed(id, ui.GamepadButton(button))
} }

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@ -14,54 +14,19 @@
package ui package ui
func IsKeyPressed(key Key) bool { import (
return currentInput.keyPressed[key] "sync"
} )
func CursorPosition() (x, y int) { var currentInput = &Input{}
return currentInput.cursorX, currentInput.cursorY
}
func IsMouseButtonPressed(button MouseButton) bool { type Input struct {
return currentInput.mouseButtonPressed[button]
}
func GamepadAxisNum(id int) int {
if len(currentInput.gamepads) <= id {
return 0
}
return currentInput.gamepads[id].axisNum
}
func GamepadAxis(id int, axis int) float64 {
if len(currentInput.gamepads) <= id {
return 0
}
return currentInput.gamepads[id].axes[axis]
}
func GamepadButtonNum(id int) int {
if len(currentInput.gamepads) <= id {
return 0
}
return currentInput.gamepads[id].buttonNum
}
func IsGamepadButtonPressed(id int, button GamepadButton) bool {
if len(currentInput.gamepads) <= id {
return false
}
return currentInput.gamepads[id].buttonPressed[button]
}
var currentInput input
type input struct {
keyPressed [256]bool keyPressed [256]bool
mouseButtonPressed [256]bool mouseButtonPressed [256]bool
cursorX int cursorX int
cursorY int cursorY int
gamepads [16]gamePad gamepads [16]gamePad
m sync.RWMutex
} }
type gamePad struct { type gamePad struct {
@ -70,3 +35,61 @@ type gamePad struct {
buttonNum int buttonNum int
buttonPressed [256]bool buttonPressed [256]bool
} }
func CurrentInput() *Input {
return currentInput
}
func (i *Input) IsKeyPressed(key Key) bool {
i.m.RLock()
defer i.m.RUnlock()
return i.keyPressed[key]
}
func (i *Input) CursorPosition() (x, y int) {
i.m.RLock()
defer i.m.RUnlock()
return i.cursorX, currentInput.cursorY
}
func (i *Input) IsMouseButtonPressed(button MouseButton) bool {
i.m.RLock()
defer i.m.RUnlock()
return i.mouseButtonPressed[button]
}
func (i *Input) GamepadAxisNum(id int) int {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
return 0
}
return i.gamepads[id].axisNum
}
func (i *Input) GamepadAxis(id int, axis int) float64 {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
return 0
}
return i.gamepads[id].axes[axis]
}
func (i *Input) GamepadButtonNum(id int) int {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
return 0
}
return i.gamepads[id].buttonNum
}
func (i *Input) IsGamepadButtonPressed(id int, button GamepadButton) bool {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
return false
}
return i.gamepads[id].buttonPressed[button]
}

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@ -21,17 +21,16 @@ import (
"math" "math"
) )
func updateInput(window *glfw.Window, scale int) error {
return currentInput.update(window, scale)
}
var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{ var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
glfw.MouseButtonLeft: MouseButtonLeft, glfw.MouseButtonLeft: MouseButtonLeft,
glfw.MouseButtonRight: MouseButtonRight, glfw.MouseButtonRight: MouseButtonRight,
glfw.MouseButtonMiddle: MouseButtonMiddle, glfw.MouseButtonMiddle: MouseButtonMiddle,
} }
func (i *input) update(window *glfw.Window, scale int) error { func (i *Input) update(window *glfw.Window, scale int) error {
i.m.Lock()
defer i.m.Unlock()
for g, e := range glfwKeyCodeToKey { for g, e := range glfwKeyCodeToKey {
i.keyPressed[e] = window.GetKey(g) == glfw.Press i.keyPressed[e] = window.GetKey(g) == glfw.Press
} }

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@ -20,11 +20,9 @@ import (
"github.com/gopherjs/gopherjs/js" "github.com/gopherjs/gopherjs/js"
) )
func CurrentInput() *input { func (i *Input) KeyDown(key int) {
return &currentInput i.m.Lock()
} defer i.m.Unlock()
func (i *input) KeyDown(key int) {
k, ok := keyCodeToKey[key] k, ok := keyCodeToKey[key]
if !ok { if !ok {
return return
@ -32,7 +30,9 @@ func (i *input) KeyDown(key int) {
i.keyPressed[k] = true i.keyPressed[k] = true
} }
func (i *input) KeyUp(key int) { func (i *Input) KeyUp(key int) {
i.m.Lock()
defer i.m.Unlock()
k, ok := keyCodeToKey[key] k, ok := keyCodeToKey[key]
if !ok { if !ok {
return return
@ -40,7 +40,9 @@ func (i *input) KeyUp(key int) {
i.keyPressed[k] = false i.keyPressed[k] = false
} }
func (i *input) MouseDown(button int) { func (i *Input) MouseDown(button int) {
i.m.Lock()
defer i.m.Unlock()
p := &i.mouseButtonPressed p := &i.mouseButtonPressed
switch button { switch button {
case 0: case 0:
@ -52,7 +54,9 @@ func (i *input) MouseDown(button int) {
} }
} }
func (i *input) MouseUp(button int) { func (i *Input) MouseUp(button int) {
i.m.Lock()
defer i.m.Unlock()
p := &i.mouseButtonPressed p := &i.mouseButtonPressed
switch button { switch button {
case 0: case 0:
@ -64,11 +68,15 @@ func (i *input) MouseUp(button int) {
} }
} }
func (i *input) SetMouseCursor(x, y int) { func (i *Input) SetMouseCursor(x, y int) {
i.m.Lock()
defer i.m.Unlock()
i.cursorX, i.cursorY = x, y i.cursorX, i.cursorY = x, y
} }
func (i *input) UpdateGamepads() { func (i *Input) UpdateGamepads() {
i.m.Lock()
defer i.m.Unlock()
nav := js.Global.Get("navigator") nav := js.Global.Get("navigator")
if nav.Get("getGamepads") == js.Undefined { if nav.Get("getGamepads") == js.Undefined {
return return

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@ -153,7 +153,7 @@ func (u *userInterface) actualScreenScale() int {
func (u *userInterface) pollEvents() error { func (u *userInterface) pollEvents() error {
glfw.PollEvents() glfw.PollEvents()
return updateInput(u.window, u.windowScale()) return currentInput.update(u.window, u.windowScale())
} }
func (u *userInterface) doEvents() error { func (u *userInterface) doEvents() error {