input: Refactoring: Remove input dependencies from ui

This commit is contained in:
Hajime Hoshi 2019-04-06 23:32:19 +09:00
parent a980de8326
commit 6cdcd1ee62
2 changed files with 87 additions and 86 deletions

View File

@ -186,87 +186,68 @@ func (i *Input) UpdateGamepads() {
}
}
func OnKeyDown(e js.Value) {
c := e.Get("code")
if c == js.Undefined() {
code := e.Get("keyCode").Int()
if keyCodeToKeyEdge[code] == driver.KeyUp ||
keyCodeToKeyEdge[code] == driver.KeyDown ||
keyCodeToKeyEdge[code] == driver.KeyLeft ||
keyCodeToKeyEdge[code] == driver.KeyRight ||
keyCodeToKeyEdge[code] == driver.KeyBackspace ||
keyCodeToKeyEdge[code] == driver.KeyTab {
func (i *Input) Update(e js.Value) {
switch e.Get("type").String() {
case "keydown":
c := e.Get("code")
if c == js.Undefined() {
code := e.Get("keyCode").Int()
if keyCodeToKeyEdge[code] == driver.KeyUp ||
keyCodeToKeyEdge[code] == driver.KeyDown ||
keyCodeToKeyEdge[code] == driver.KeyLeft ||
keyCodeToKeyEdge[code] == driver.KeyRight ||
keyCodeToKeyEdge[code] == driver.KeyBackspace ||
keyCodeToKeyEdge[code] == driver.KeyTab {
e.Call("preventDefault")
}
i.keyDownEdge(code)
return
}
cs := c.String()
if cs == keyToCodes[driver.KeyUp][0] ||
cs == keyToCodes[driver.KeyDown][0] ||
cs == keyToCodes[driver.KeyLeft][0] ||
cs == keyToCodes[driver.KeyRight][0] ||
cs == keyToCodes[driver.KeyBackspace][0] ||
cs == keyToCodes[driver.KeyTab][0] {
e.Call("preventDefault")
}
theInput.keyDownEdge(code)
return
}
cs := c.String()
if cs == keyToCodes[driver.KeyUp][0] ||
cs == keyToCodes[driver.KeyDown][0] ||
cs == keyToCodes[driver.KeyLeft][0] ||
cs == keyToCodes[driver.KeyRight][0] ||
cs == keyToCodes[driver.KeyBackspace][0] ||
cs == keyToCodes[driver.KeyTab][0] {
e.Call("preventDefault")
}
theInput.keyDown(cs)
}
func OnKeyPress(e js.Value) {
if r := rune(e.Get("charCode").Int()); unicode.IsPrint(r) {
theInput.runeBuffer = append(theInput.runeBuffer, r)
i.keyDown(cs)
case "keypress":
if r := rune(e.Get("charCode").Int()); unicode.IsPrint(r) {
i.runeBuffer = append(i.runeBuffer, r)
}
case "keyup":
if e.Get("code") == js.Undefined() {
// Assume that UA is Edge.
code := e.Get("keyCode").Int()
i.keyUpEdge(code)
return
}
code := e.Get("code").String()
i.keyUp(code)
case "mousedown":
button := e.Get("button").Int()
i.mouseDown(button)
i.setMouseCursorFromEvent(e)
case "mouseup":
button := e.Get("button").Int()
i.mouseUp(button)
i.setMouseCursorFromEvent(e)
case "mousemove":
i.setMouseCursorFromEvent(e)
case "wheel":
// TODO: What if e.deltaMode is not DOM_DELTA_PIXEL?
i.wheelX = -e.Get("deltaX").Float()
i.wheelY = -e.Get("deltaY").Float()
case "touchstart", "touchend", "touchmove":
i.updateTouches(e)
}
}
func OnKeyUp(e js.Value) {
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.Value) {
button := e.Get("button").Int()
theInput.mouseDown(button)
setMouseCursorFromEvent(e)
}
func OnMouseUp(e js.Value) {
button := e.Get("button").Int()
theInput.mouseUp(button)
setMouseCursorFromEvent(e)
}
func OnMouseMove(e js.Value) {
setMouseCursorFromEvent(e)
}
func OnWheel(e js.Value) {
// TODO: What if e.deltaMode is not DOM_DELTA_PIXEL?
theInput.wheelX = -e.Get("deltaX").Float()
theInput.wheelY = -e.Get("deltaY").Float()
}
func OnTouchStart(e js.Value) {
theInput.updateTouches(e)
}
func OnTouchEnd(e js.Value) {
theInput.updateTouches(e)
}
func OnTouchMove(e js.Value) {
theInput.updateTouches(e)
}
func setMouseCursorFromEvent(e js.Value) {
func (i *Input) setMouseCursorFromEvent(e js.Value) {
x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
theInput.setMouseCursor(x, y)
i.setMouseCursor(x, y)
}
func (i *Input) updateTouches(e js.Value) {

View File

@ -27,7 +27,6 @@ import (
"github.com/hajimehoshi/ebiten/internal/devicescale"
"github.com/hajimehoshi/ebiten/internal/driver"
"github.com/hajimehoshi/ebiten/internal/hooks"
"github.com/hajimehoshi/ebiten/internal/input"
)
var canvas js.Value
@ -35,6 +34,7 @@ var canvas js.Value
type inputDriver interface {
driver.Input
Update(e js.Value)
UpdateGamepads()
}
@ -328,20 +328,40 @@ func init() {
// Keyboard
// Don't 'preventDefault' on keydown events or keypress events wouldn't work (#715).
canvas.Call("addEventListener", "keydown", js.NewEventCallback(0, input.OnKeyDown))
canvas.Call("addEventListener", "keypress", js.NewEventCallback(js.PreventDefault, input.OnKeyPress))
canvas.Call("addEventListener", "keyup", js.NewEventCallback(js.PreventDefault, input.OnKeyUp))
canvas.Call("addEventListener", "keydown", js.NewEventCallback(0, func(e js.Value) {
currentUI.input.Update(e)
}))
canvas.Call("addEventListener", "keypress", js.NewEventCallback(js.PreventDefault, func(e js.Value) {
currentUI.input.Update(e)
}))
canvas.Call("addEventListener", "keyup", js.NewEventCallback(js.PreventDefault, func(e js.Value) {
currentUI.input.Update(e)
}))
// Mouse
canvas.Call("addEventListener", "mousedown", js.NewEventCallback(js.PreventDefault, input.OnMouseDown))
canvas.Call("addEventListener", "mouseup", js.NewEventCallback(js.PreventDefault, input.OnMouseUp))
canvas.Call("addEventListener", "mousemove", js.NewEventCallback(js.PreventDefault, input.OnMouseMove))
canvas.Call("addEventListener", "wheel", js.NewEventCallback(js.PreventDefault, input.OnWheel))
canvas.Call("addEventListener", "mousedown", js.NewEventCallback(js.PreventDefault, func(e js.Value) {
currentUI.input.Update(e)
}))
canvas.Call("addEventListener", "mouseup", js.NewEventCallback(js.PreventDefault, func(e js.Value) {
currentUI.input.Update(e)
}))
canvas.Call("addEventListener", "mousemove", js.NewEventCallback(js.PreventDefault, func(e js.Value) {
currentUI.input.Update(e)
}))
canvas.Call("addEventListener", "wheel", js.NewEventCallback(js.PreventDefault, func(e js.Value) {
currentUI.input.Update(e)
}))
// Touch
canvas.Call("addEventListener", "touchstart", js.NewEventCallback(js.PreventDefault, input.OnTouchStart))
canvas.Call("addEventListener", "touchend", js.NewEventCallback(js.PreventDefault, input.OnTouchEnd))
canvas.Call("addEventListener", "touchmove", js.NewEventCallback(js.PreventDefault, input.OnTouchMove))
canvas.Call("addEventListener", "touchstart", js.NewEventCallback(js.PreventDefault, func(e js.Value) {
currentUI.input.Update(e)
}))
canvas.Call("addEventListener", "touchend", js.NewEventCallback(js.PreventDefault, func(e js.Value) {
currentUI.input.Update(e)
}))
canvas.Call("addEventListener", "touchmove", js.NewEventCallback(js.PreventDefault, func(e js.Value) {
currentUI.input.Update(e)
}))
// Gamepad
window.Call("addEventListener", "gamepadconnected", js.NewCallback(func(e []js.Value) {