mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
parent
809b7a3afa
commit
b1c67c7661
@ -84,7 +84,7 @@ type Input struct {
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mouseDir Dir
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mouseDir Dir
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touchState touchState
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touchState touchState
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touchID int
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touchID ebiten.TouchID
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touchInitPosX int
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touchInitPosX int
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touchInitPosY int
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touchInitPosY int
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touchLastPosX int
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touchLastPosX int
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@ -106,7 +106,7 @@ func (m *MouseStrokeSource) IsJustReleased() bool {
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// TouchStrokeSource is a StrokeSource implementation of touch.
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// TouchStrokeSource is a StrokeSource implementation of touch.
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type TouchStrokeSource struct {
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type TouchStrokeSource struct {
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ID int
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ID ebiten.TouchID
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}
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}
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func (t *TouchStrokeSource) Position() (int, int) {
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func (t *TouchStrokeSource) Position() (int, int) {
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7
input.go
7
input.go
@ -182,6 +182,9 @@ func IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool {
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return uiDriver().Input().IsGamepadButtonPressed(id, driver.GamepadButton(button))
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return uiDriver().Input().IsGamepadButtonPressed(id, driver.GamepadButton(button))
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}
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}
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// TouchID represents a touch's identifier.
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type TouchID = driver.TouchID
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// TouchIDs returns the current touch states.
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// TouchIDs returns the current touch states.
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//
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//
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// If you want to know whether a touch started being pressed in the current frame,
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// If you want to know whether a touch started being pressed in the current frame,
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@ -191,7 +194,7 @@ func IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool {
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// TouchIDs always returns nil on desktops.
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// TouchIDs always returns nil on desktops.
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//
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//
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// TouchIDs is concurrent-safe.
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// TouchIDs is concurrent-safe.
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func TouchIDs() []int {
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func TouchIDs() []TouchID {
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return uiDriver().Input().TouchIDs()
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return uiDriver().Input().TouchIDs()
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}
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}
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@ -200,7 +203,7 @@ func TouchIDs() []int {
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// If the touch of the specified ID is not present, TouchPosition returns (0, 0).
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// If the touch of the specified ID is not present, TouchPosition returns (0, 0).
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//
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//
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// TouchPosition is cuncurrent-safe.
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// TouchPosition is cuncurrent-safe.
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func TouchPosition(id int) (int, int) {
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func TouchPosition(id TouchID) (int, int) {
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found := false
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found := false
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for _, i := range uiDriver().Input().TouchIDs() {
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for _, i := range uiDriver().Input().TouchIDs() {
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if id == i {
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if id == i {
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@ -36,8 +36,8 @@ type inputState struct {
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gamepadButtonDurations map[ebiten.GamepadID][]int
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gamepadButtonDurations map[ebiten.GamepadID][]int
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prevGamepadButtonDurations map[ebiten.GamepadID][]int
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prevGamepadButtonDurations map[ebiten.GamepadID][]int
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touchDurations map[int]int
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touchDurations map[ebiten.TouchID]int
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prevTouchDurations map[int]int
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prevTouchDurations map[ebiten.TouchID]int
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m sync.RWMutex
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m sync.RWMutex
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}
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}
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@ -55,8 +55,8 @@ var theInputState = &inputState{
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gamepadButtonDurations: map[ebiten.GamepadID][]int{},
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gamepadButtonDurations: map[ebiten.GamepadID][]int{},
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prevGamepadButtonDurations: map[ebiten.GamepadID][]int{},
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prevGamepadButtonDurations: map[ebiten.GamepadID][]int{},
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touchDurations: map[int]int{},
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touchDurations: map[ebiten.TouchID]int{},
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prevTouchDurations: map[int]int{},
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prevTouchDurations: map[ebiten.TouchID]int{},
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}
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}
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func init() {
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func init() {
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@ -134,10 +134,10 @@ func (i *inputState) update() {
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}
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}
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// Touches
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// Touches
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ids := map[int]struct{}{}
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ids := map[ebiten.TouchID]struct{}{}
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// Copy the touch durations.
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// Copy the touch durations.
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i.prevTouchDurations = map[int]int{}
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i.prevTouchDurations = map[ebiten.TouchID]int{}
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for id := range i.touchDurations {
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for id := range i.touchDurations {
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i.prevTouchDurations[id] = i.touchDurations[id]
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i.prevTouchDurations[id] = i.touchDurations[id]
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}
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}
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@ -146,7 +146,7 @@ func (i *inputState) update() {
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ids[id] = struct{}{}
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ids[id] = struct{}{}
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i.touchDurations[id]++
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i.touchDurations[id]++
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}
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}
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touchIDsToDelete := []int{}
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touchIDsToDelete := []ebiten.TouchID{}
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for id := range i.touchDurations {
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for id := range i.touchDurations {
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if _, ok := ids[id]; !ok {
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if _, ok := ids[id]; !ok {
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touchIDsToDelete = append(touchIDsToDelete, id)
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touchIDsToDelete = append(touchIDsToDelete, id)
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@ -292,8 +292,8 @@ func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton
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// JustPressedTouchIDs might return nil when there is not touch.
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// JustPressedTouchIDs might return nil when there is not touch.
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//
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//
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// JustPressedTouchIDs is concurrent safe.
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// JustPressedTouchIDs is concurrent safe.
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func JustPressedTouchIDs() []int {
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func JustPressedTouchIDs() []ebiten.TouchID {
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var ids []int
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var ids []ebiten.TouchID
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theInputState.m.RLock()
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theInputState.m.RLock()
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for id, s := range theInputState.touchDurations {
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for id, s := range theInputState.touchDurations {
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if s == 1 {
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if s == 1 {
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@ -301,7 +301,9 @@ func JustPressedTouchIDs() []int {
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}
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}
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}
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}
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theInputState.m.RUnlock()
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theInputState.m.RUnlock()
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sort.Ints(ids)
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sort.Slice(ids, func(a, b int) bool {
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return ids[a] < ids[b]
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})
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return ids
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return ids
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}
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}
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@ -309,7 +311,7 @@ func JustPressedTouchIDs() []int {
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// whether the given touch is released just in the current frame.
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// whether the given touch is released just in the current frame.
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//
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//
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// IsTouchJustReleased is concurrent safe.
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// IsTouchJustReleased is concurrent safe.
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func IsTouchJustReleased(id int) bool {
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func IsTouchJustReleased(id ebiten.TouchID) bool {
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theInputState.m.RLock()
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theInputState.m.RLock()
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r := theInputState.touchDurations[id] == 0 && theInputState.prevTouchDurations[id] > 0
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r := theInputState.touchDurations[id] == 0 && theInputState.prevTouchDurations[id] > 0
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theInputState.m.RUnlock()
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theInputState.m.RUnlock()
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@ -319,7 +321,7 @@ func IsTouchJustReleased(id int) bool {
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// TouchPressDuration returns how long the touch remains in frames.
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// TouchPressDuration returns how long the touch remains in frames.
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//
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//
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// TouchPressDuration is concurrent safe.
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// TouchPressDuration is concurrent safe.
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func TouchPressDuration(id int) int {
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func TouchPressDuration(id ebiten.TouchID) int {
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theInputState.m.RLock()
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theInputState.m.RLock()
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s := theInputState.touchDurations[id]
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s := theInputState.touchDurations[id]
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theInputState.m.RUnlock()
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theInputState.m.RUnlock()
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@ -16,6 +16,8 @@ package driver
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type GamepadID int
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type GamepadID int
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type TouchID int
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type Input interface {
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type Input interface {
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CursorPosition() (x, y int)
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CursorPosition() (x, y int)
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GamepadSDLID(id GamepadID) string
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GamepadSDLID(id GamepadID) string
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@ -28,7 +30,7 @@ type Input interface {
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IsKeyPressed(key Key) bool
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IsKeyPressed(key Key) bool
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IsMouseButtonPressed(button MouseButton) bool
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IsMouseButtonPressed(button MouseButton) bool
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RuneBuffer() []rune
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RuneBuffer() []rune
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TouchIDs() []int
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TouchIDs() []TouchID
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TouchPosition(id int) (x, y int)
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TouchPosition(id TouchID) (x, y int)
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Wheel() (xoff, yoff float64)
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Wheel() (xoff, yoff float64)
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}
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}
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@ -45,7 +45,7 @@ type Input struct {
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cursorX int
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cursorX int
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cursorY int
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cursorY int
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gamepads [16]gamePad
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gamepads [16]gamePad
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touches map[int]pos // TODO: Implement this (#417)
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touches map[driver.TouchID]pos // TODO: Implement this (#417)
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runeBuffer []rune
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runeBuffer []rune
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ui *UserInterface
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ui *UserInterface
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}
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}
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@ -173,11 +173,11 @@ func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.Gamepa
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return r
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return r
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}
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}
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func (i *Input) TouchIDs() []int {
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func (i *Input) TouchIDs() []driver.TouchID {
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if !i.ui.isRunning() {
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if !i.ui.isRunning() {
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return nil
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return nil
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}
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}
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var ids []int
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var ids []driver.TouchID
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_ = i.ui.t.Call(func() error {
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_ = i.ui.t.Call(func() error {
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if len(i.touches) == 0 {
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if len(i.touches) == 0 {
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return nil
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return nil
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@ -190,7 +190,7 @@ func (i *Input) TouchIDs() []int {
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return ids
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return ids
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}
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}
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func (i *Input) TouchPosition(id int) (x, y int) {
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func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
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if !i.ui.isRunning() {
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if !i.ui.isRunning() {
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return 0, 0
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return 0, 0
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}
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}
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@ -46,7 +46,7 @@ type Input struct {
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wheelX float64
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wheelX float64
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wheelY float64
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wheelY float64
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gamepads [16]gamePad
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gamepads [16]gamePad
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touches map[int]pos
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touches map[driver.TouchID]pos
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runeBuffer []rune
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runeBuffer []rune
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ui *UserInterface
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ui *UserInterface
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}
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}
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@ -118,19 +118,19 @@ func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.Gamepa
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return i.gamepads[id].buttonPressed[button]
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return i.gamepads[id].buttonPressed[button]
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}
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}
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func (i *Input) TouchIDs() []int {
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func (i *Input) TouchIDs() []driver.TouchID {
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if len(i.touches) == 0 {
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if len(i.touches) == 0 {
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return nil
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return nil
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}
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}
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var ids []int
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var ids []driver.TouchID
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for id := range i.touches {
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for id := range i.touches {
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ids = append(ids, id)
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ids = append(ids, id)
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}
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}
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return ids
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return ids
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}
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}
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func (i *Input) TouchPosition(id int) (x, y int) {
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func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
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for tid, pos := range i.touches {
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for tid, pos := range i.touches {
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if id == tid {
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if id == tid {
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x, y := i.ui.context.AdjustPosition(float64(pos.X), float64(pos.Y))
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x, y := i.ui.context.AdjustPosition(float64(pos.X), float64(pos.Y))
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@ -346,10 +346,10 @@ func (i *Input) setMouseCursorFromEvent(e js.Value) {
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func (i *Input) updateTouches(e js.Value) {
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func (i *Input) updateTouches(e js.Value) {
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j := e.Get("targetTouches")
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j := e.Get("targetTouches")
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ts := map[int]pos{}
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ts := map[driver.TouchID]pos{}
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for i := 0; i < j.Length(); i++ {
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for i := 0; i < j.Length(); i++ {
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jj := j.Call("item", i)
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jj := j.Call("item", i)
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id := jj.Get("identifier").Int()
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id := driver.TouchID(jj.Get("identifier").Int())
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ts[id] = pos{
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ts[id] = pos{
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X: jj.Get("clientX").Int(),
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X: jj.Get("clientX").Int(),
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Y: jj.Get("clientY").Int(),
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Y: jj.Get("clientY").Int(),
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@ -30,7 +30,7 @@ type Input struct {
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cursorY int
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cursorY int
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keys map[driver.Key]struct{}
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keys map[driver.Key]struct{}
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runes []rune
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runes []rune
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touches map[int]pos
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touches map[driver.TouchID]pos
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gamepads []Gamepad
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gamepads []Gamepad
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ui *UserInterface
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ui *UserInterface
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}
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}
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@ -136,7 +136,7 @@ func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.Gamepa
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return false
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return false
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}
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}
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func (i *Input) TouchIDs() []int {
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func (i *Input) TouchIDs() []driver.TouchID {
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i.ui.m.RLock()
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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defer i.ui.m.RUnlock()
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@ -144,14 +144,14 @@ func (i *Input) TouchIDs() []int {
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return nil
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return nil
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}
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}
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var ids []int
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var ids []driver.TouchID
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for id := range i.touches {
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for id := range i.touches {
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ids = append(ids, id)
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ids = append(ids, id)
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}
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}
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return ids
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return ids
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}
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}
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func (i *Input) TouchPosition(id int) (x, y int) {
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func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
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i.ui.m.RLock()
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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defer i.ui.m.RUnlock()
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@ -198,7 +198,7 @@ func (i *Input) update(keys map[driver.Key]struct{}, runes []rune, touches []*To
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i.runes = make([]rune, len(runes))
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i.runes = make([]rune, len(runes))
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copy(i.runes, runes)
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copy(i.runes, runes)
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i.touches = map[int]pos{}
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i.touches = map[driver.TouchID]pos{}
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for _, t := range touches {
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for _, t := range touches {
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i.touches[t.ID] = pos{
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i.touches[t.ID] = pos{
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X: t.X,
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X: t.X,
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@ -215,7 +215,7 @@ func (u *UserInterface) appMain(a app.App) {
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x, y := float64(e.X)/s, float64(e.Y)/s
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x, y := float64(e.X)/s, float64(e.Y)/s
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// TODO: Is it ok to cast from int64 to int here?
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// TODO: Is it ok to cast from int64 to int here?
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touches[e.Sequence] = &Touch{
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touches[e.Sequence] = &Touch{
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ID: int(e.Sequence),
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ID: driver.TouchID(e.Sequence),
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X: int(x),
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X: int(x),
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Y: int(y),
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Y: int(y),
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}
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}
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@ -474,7 +474,7 @@ func (u *UserInterface) Window() driver.Window {
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}
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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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ID driver.TouchID
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X int
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X int
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Y int
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Y int
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}
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}
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@ -29,7 +29,7 @@ type position struct {
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var (
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var (
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keys = map[driver.Key]struct{}{}
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keys = map[driver.Key]struct{}{}
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runes []rune
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runes []rune
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touches = map[int]position{}
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touches = map[driver.TouchID]position{}
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gamepads = map[driver.GamepadID]*mobile.Gamepad{}
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gamepads = map[driver.GamepadID]*mobile.Gamepad{}
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)
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)
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@ -201,10 +201,10 @@ func gamepadIDFromDeviceID(deviceID int) driver.GamepadID {
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func UpdateTouchesOnAndroid(action int, id int, x, y int) {
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func UpdateTouchesOnAndroid(action int, id int, x, y int) {
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switch action {
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switch action {
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case 0x00, 0x05, 0x02: // ACTION_DOWN, ACTION_POINTER_DOWN, ACTION_MOVE
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case 0x00, 0x05, 0x02: // ACTION_DOWN, ACTION_POINTER_DOWN, ACTION_MOVE
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touches[id] = position{x, y}
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touches[driver.TouchID(id)] = position{x, y}
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updateInput()
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updateInput()
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case 0x01, 0x06: // ACTION_UP, ACTION_POINTER_UP
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case 0x01, 0x06: // ACTION_UP, ACTION_POINTER_UP
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delete(touches, id)
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delete(touches, driver.TouchID(id))
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updateInput()
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updateInput()
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}
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}
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}
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}
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|
@ -18,6 +18,8 @@ package ebitenmobileview
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|
|
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import (
|
import (
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"fmt"
|
"fmt"
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|
|
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|
"github.com/hajimehoshi/ebiten/v2/internal/driver"
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)
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)
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// #cgo CFLAGS: -x objective-c
|
// #cgo CFLAGS: -x objective-c
|
||||||
@ -47,12 +49,12 @@ func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) {
|
|||||||
switch phase {
|
switch phase {
|
||||||
case C.UITouchPhaseBegan, C.UITouchPhaseMoved, C.UITouchPhaseStationary:
|
case C.UITouchPhaseBegan, C.UITouchPhaseMoved, C.UITouchPhaseStationary:
|
||||||
id := getIDFromPtr(ptr)
|
id := getIDFromPtr(ptr)
|
||||||
touches[id] = position{x, y}
|
touches[driver.TouchID(id)] = position{x, y}
|
||||||
updateInput()
|
updateInput()
|
||||||
case C.UITouchPhaseEnded, C.UITouchPhaseCancelled:
|
case C.UITouchPhaseEnded, C.UITouchPhaseCancelled:
|
||||||
id := getIDFromPtr(ptr)
|
id := getIDFromPtr(ptr)
|
||||||
delete(ptrToID, ptr)
|
delete(ptrToID, ptr)
|
||||||
delete(touches, id)
|
delete(touches, driver.TouchID(id))
|
||||||
updateInput()
|
updateInput()
|
||||||
default:
|
default:
|
||||||
panic(fmt.Sprintf("ebitenmobileview: invalid phase: %d", phase))
|
panic(fmt.Sprintf("ebitenmobileview: invalid phase: %d", phase))
|
||||||
|
Loading…
Reference in New Issue
Block a user