mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
driver: Add UI.Input()
This commit is contained in:
parent
7e5085f15b
commit
a1697feeb1
@ -22,7 +22,6 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/internal/driver"
|
||||
"github.com/hajimehoshi/ebiten/internal/graphicscommand"
|
||||
"github.com/hajimehoshi/ebiten/internal/hooks"
|
||||
"github.com/hajimehoshi/ebiten/internal/input"
|
||||
"github.com/hajimehoshi/ebiten/internal/shareable"
|
||||
)
|
||||
|
||||
@ -106,7 +105,7 @@ func (c *graphicsContext) Update(afterFrameUpdate func()) error {
|
||||
return err
|
||||
}
|
||||
|
||||
input.Get().ResetForFrame()
|
||||
uiDriver().Input().ResetForFrame()
|
||||
afterFrameUpdate()
|
||||
}
|
||||
|
||||
|
27
input.go
27
input.go
@ -16,7 +16,6 @@ package ebiten
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/internal/driver"
|
||||
"github.com/hajimehoshi/ebiten/internal/input"
|
||||
)
|
||||
|
||||
// InputChars return "printable" runes read from the keyboard at the time update is called.
|
||||
@ -29,7 +28,7 @@ import (
|
||||
//
|
||||
// InputChars is concurrent-safe.
|
||||
func InputChars() []rune {
|
||||
rb := input.Get().RuneBuffer()
|
||||
rb := uiDriver().Input().RuneBuffer()
|
||||
return append(make([]rune, 0, len(rb)), rb...)
|
||||
}
|
||||
|
||||
@ -42,14 +41,14 @@ func InputChars() []rune {
|
||||
//
|
||||
// IsKeyPressed is concurrent-safe.
|
||||
func IsKeyPressed(key Key) bool {
|
||||
return input.Get().IsKeyPressed(driver.Key(key))
|
||||
return uiDriver().Input().IsKeyPressed(driver.Key(key))
|
||||
}
|
||||
|
||||
// CursorPosition returns a position of a mouse cursor.
|
||||
//
|
||||
// CursorPosition is concurrent-safe.
|
||||
func CursorPosition() (x, y int) {
|
||||
return uiDriver().AdjustPosition(input.Get().CursorPosition())
|
||||
return uiDriver().AdjustPosition(uiDriver().Input().CursorPosition())
|
||||
}
|
||||
|
||||
// Wheel returns the x and y offset of the mouse wheel or touchpad scroll.
|
||||
@ -57,7 +56,7 @@ func CursorPosition() (x, y int) {
|
||||
//
|
||||
// Wheel is concurrent-safe.
|
||||
func Wheel() (xoff, yoff float64) {
|
||||
return input.Get().Wheel()
|
||||
return uiDriver().Input().Wheel()
|
||||
}
|
||||
|
||||
// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
|
||||
@ -67,7 +66,7 @@ func Wheel() (xoff, yoff float64) {
|
||||
// Note that touch events not longer affect IsMouseButtonPressed's result as of 1.4.0-alpha.
|
||||
// Use Touches instead.
|
||||
func IsMouseButtonPressed(mouseButton MouseButton) bool {
|
||||
return input.Get().IsMouseButtonPressed(driver.MouseButton(mouseButton))
|
||||
return uiDriver().Input().IsMouseButtonPressed(driver.MouseButton(mouseButton))
|
||||
}
|
||||
|
||||
// GamepadIDs returns a slice indicating available gamepad IDs.
|
||||
@ -76,7 +75,7 @@ func IsMouseButtonPressed(mouseButton MouseButton) bool {
|
||||
//
|
||||
// GamepadIDs always returns an empty slice on mobiles.
|
||||
func GamepadIDs() []int {
|
||||
return input.Get().GamepadIDs()
|
||||
return uiDriver().Input().GamepadIDs()
|
||||
}
|
||||
|
||||
// GamepadAxisNum returns the number of axes of the gamepad (id).
|
||||
@ -85,7 +84,7 @@ func GamepadIDs() []int {
|
||||
//
|
||||
// GamepadAxisNum always returns 0 on mobiles.
|
||||
func GamepadAxisNum(id int) int {
|
||||
return input.Get().GamepadAxisNum(id)
|
||||
return uiDriver().Input().GamepadAxisNum(id)
|
||||
}
|
||||
|
||||
// GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
|
||||
@ -94,7 +93,7 @@ func GamepadAxisNum(id int) int {
|
||||
//
|
||||
// GamepadAxis always returns 0 on mobiles.
|
||||
func GamepadAxis(id int, axis int) float64 {
|
||||
return input.Get().GamepadAxis(id, axis)
|
||||
return uiDriver().Input().GamepadAxis(id, axis)
|
||||
}
|
||||
|
||||
// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
|
||||
@ -103,7 +102,7 @@ func GamepadAxis(id int, axis int) float64 {
|
||||
//
|
||||
// GamepadButtonNum always returns 0 on mobiles.
|
||||
func GamepadButtonNum(id int) int {
|
||||
return input.Get().GamepadButtonNum(id)
|
||||
return uiDriver().Input().GamepadButtonNum(id)
|
||||
}
|
||||
|
||||
// IsGamepadButtonPressed returns the boolean indicating the given button of the gamepad (id) is pressed or not.
|
||||
@ -115,7 +114,7 @@ func GamepadButtonNum(id int) int {
|
||||
//
|
||||
// IsGamepadButtonPressed always returns false on mobiles.
|
||||
func IsGamepadButtonPressed(id int, button GamepadButton) bool {
|
||||
return input.Get().IsGamepadButtonPressed(id, driver.GamepadButton(button))
|
||||
return uiDriver().Input().IsGamepadButtonPressed(id, driver.GamepadButton(button))
|
||||
}
|
||||
|
||||
// TouchIDs returns the current touch states.
|
||||
@ -125,7 +124,7 @@ func IsGamepadButtonPressed(id int, button GamepadButton) bool {
|
||||
//
|
||||
// TouchIDs is concurrent-safe.
|
||||
func TouchIDs() []int {
|
||||
return input.Get().TouchIDs()
|
||||
return uiDriver().Input().TouchIDs()
|
||||
}
|
||||
|
||||
// TouchPosition returns the position for the touch of the specified ID.
|
||||
@ -135,7 +134,7 @@ func TouchIDs() []int {
|
||||
// TouchPosition is cuncurrent-safe.
|
||||
func TouchPosition(id int) (int, int) {
|
||||
found := false
|
||||
for _, i := range input.Get().TouchIDs() {
|
||||
for _, i := range uiDriver().Input().TouchIDs() {
|
||||
if id == i {
|
||||
found = true
|
||||
break
|
||||
@ -145,7 +144,7 @@ func TouchPosition(id int) (int, int) {
|
||||
return 0, 0
|
||||
}
|
||||
|
||||
return uiDriver().AdjustPosition(input.Get().TouchPosition(id))
|
||||
return uiDriver().AdjustPosition(uiDriver().Input().TouchPosition(id))
|
||||
}
|
||||
|
||||
// Touch is deprecated as of 1.7.0. Use TouchPosition instead.
|
||||
|
@ -53,4 +53,5 @@ type UI interface {
|
||||
SetWindowIcon(iconImages []image.Image)
|
||||
SetWindowResizable(resizable bool)
|
||||
SetWindowTitle(title string)
|
||||
Input() Input
|
||||
}
|
||||
|
@ -941,3 +941,7 @@ func (u *UserInterface) currentMonitor() *glfw.Monitor {
|
||||
// Get the monitor which the current window belongs to. This requires OS API.
|
||||
return u.currentMonitorFromPosition()
|
||||
}
|
||||
|
||||
func (u *UserInterface) Input() driver.Input {
|
||||
return u.input
|
||||
}
|
||||
|
@ -436,3 +436,7 @@ func (u *UserInterface) updateScreenSize() {
|
||||
|
||||
u.sizeChanged = true
|
||||
}
|
||||
|
||||
func (u *UserInterface) Input() driver.Input {
|
||||
return u.input
|
||||
}
|
||||
|
@ -402,3 +402,7 @@ func (u *UserInterface) SetVsyncEnabled(enabled bool) {
|
||||
func (u *UserInterface) DeviceScaleFactor() float64 {
|
||||
return getDeviceScale()
|
||||
}
|
||||
|
||||
func (u *UserInterface) Input() driver.Input {
|
||||
return input.Get()
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user