Add input_glfw.go; Rename ui.go -> ui_glfw.go

This commit is contained in:
Hajime Hoshi 2015-01-06 21:52:36 +09:00
parent 1782bedb71
commit c98631a703
4 changed files with 65 additions and 50 deletions

View File

@ -12,43 +12,23 @@
// See the License for the specific language governing permissions and
// limitations under the License.
// +build !js
package ui
import (
glfw "github.com/go-gl/glfw3"
"math"
)
func IsKeyPressed(key Key) bool {
return current.input.isKeyPressed(key)
type input struct {
keyPressed [KeyMax]bool
mouseButtonPressed [MouseButtonMax]bool
cursorX int
cursorY int
}
func IsMouseButtonPressed(button MouseButton) bool {
return current.input.isMouseButtonPressed(button)
func (i *input) isKeyPressed(key Key) bool {
return i.keyPressed[key]
}
func CursorPosition() (x, y int) {
return current.input.cursorPosition()
func (i *input) isMouseButtonPressed(button MouseButton) bool {
return i.mouseButtonPressed[button]
}
var glfwKeyCodeToKey = map[glfw.Key]Key{
glfw.KeySpace: KeySpace,
glfw.KeyLeft: KeyLeft,
glfw.KeyRight: KeyRight,
glfw.KeyUp: KeyUp,
glfw.KeyDown: KeyDown,
}
func (i *input) update(window *glfw.Window, scale int) {
for g, u := range glfwKeyCodeToKey {
i.keyPressed[u] = window.GetKey(g) == glfw.Press
}
for b := MouseButtonLeft; b < MouseButtonMax; b++ {
i.mouseButtonPressed[b] = window.GetMouseButton(glfw.MouseButton(b)) == glfw.Press
}
x, y := window.GetCursorPosition()
i.cursorX = int(math.Floor(x)) / scale
i.cursorY = int(math.Floor(y)) / scale
func (i *input) cursorPosition() (x, y int) {
return i.cursorX, i.cursorY
}

54
internal/ui/input_glfw.go Normal file
View File

@ -0,0 +1,54 @@
// Copyright 2015 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// +build !js
package ui
import (
glfw "github.com/go-gl/glfw3"
"math"
)
func IsKeyPressed(key Key) bool {
return current.input.isKeyPressed(key)
}
func IsMouseButtonPressed(button MouseButton) bool {
return current.input.isMouseButtonPressed(button)
}
func CursorPosition() (x, y int) {
return current.input.cursorPosition()
}
var glfwKeyCodeToKey = map[glfw.Key]Key{
glfw.KeySpace: KeySpace,
glfw.KeyLeft: KeyLeft,
glfw.KeyRight: KeyRight,
glfw.KeyUp: KeyUp,
glfw.KeyDown: KeyDown,
}
func (i *input) update(window *glfw.Window, scale int) {
for g, u := range glfwKeyCodeToKey {
i.keyPressed[u] = window.GetKey(g) == glfw.Press
}
for b := MouseButtonLeft; b < MouseButtonMax; b++ {
i.mouseButtonPressed[b] = window.GetMouseButton(glfw.MouseButton(b)) == glfw.Press
}
x, y := window.GetCursorPosition()
i.cursorX = int(math.Floor(x)) / scale
i.cursorY = int(math.Floor(y)) / scale
}

View File

@ -33,22 +33,3 @@ const (
MouseButtonMiddle
MouseButtonMax
)
type input struct {
keyPressed [KeyMax]bool
mouseButtonPressed [MouseButtonMax]bool
cursorX int
cursorY int
}
func (i *input) isKeyPressed(key Key) bool {
return i.keyPressed[key]
}
func (i *input) isMouseButtonPressed(button MouseButton) bool {
return i.mouseButtonPressed[button]
}
func (i *input) cursorPosition() (x, y int) {
return i.cursorX, i.cursorY
}