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Add input_glfw.go; Rename ui.go -> ui_glfw.go
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@ -12,43 +12,23 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build !js
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package ui
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import (
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glfw "github.com/go-gl/glfw3"
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"math"
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)
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func IsKeyPressed(key Key) bool {
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return current.input.isKeyPressed(key)
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type input struct {
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keyPressed [KeyMax]bool
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mouseButtonPressed [MouseButtonMax]bool
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cursorX int
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cursorY int
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}
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func IsMouseButtonPressed(button MouseButton) bool {
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return current.input.isMouseButtonPressed(button)
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func (i *input) isKeyPressed(key Key) bool {
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return i.keyPressed[key]
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}
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func CursorPosition() (x, y int) {
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return current.input.cursorPosition()
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func (i *input) isMouseButtonPressed(button MouseButton) bool {
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return i.mouseButtonPressed[button]
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}
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var glfwKeyCodeToKey = map[glfw.Key]Key{
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glfw.KeySpace: KeySpace,
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glfw.KeyLeft: KeyLeft,
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glfw.KeyRight: KeyRight,
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glfw.KeyUp: KeyUp,
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glfw.KeyDown: KeyDown,
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}
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func (i *input) update(window *glfw.Window, scale int) {
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for g, u := range glfwKeyCodeToKey {
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i.keyPressed[u] = window.GetKey(g) == glfw.Press
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}
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for b := MouseButtonLeft; b < MouseButtonMax; b++ {
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i.mouseButtonPressed[b] = window.GetMouseButton(glfw.MouseButton(b)) == glfw.Press
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}
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x, y := window.GetCursorPosition()
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i.cursorX = int(math.Floor(x)) / scale
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i.cursorY = int(math.Floor(y)) / scale
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func (i *input) cursorPosition() (x, y int) {
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return i.cursorX, i.cursorY
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}
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54
internal/ui/input_glfw.go
Normal file
54
internal/ui/input_glfw.go
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@ -0,0 +1,54 @@
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// Copyright 2015 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build !js
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package ui
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import (
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glfw "github.com/go-gl/glfw3"
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"math"
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)
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func IsKeyPressed(key Key) bool {
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return current.input.isKeyPressed(key)
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}
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func IsMouseButtonPressed(button MouseButton) bool {
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return current.input.isMouseButtonPressed(button)
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}
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func CursorPosition() (x, y int) {
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return current.input.cursorPosition()
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}
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var glfwKeyCodeToKey = map[glfw.Key]Key{
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glfw.KeySpace: KeySpace,
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glfw.KeyLeft: KeyLeft,
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glfw.KeyRight: KeyRight,
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glfw.KeyUp: KeyUp,
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glfw.KeyDown: KeyDown,
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}
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func (i *input) update(window *glfw.Window, scale int) {
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for g, u := range glfwKeyCodeToKey {
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i.keyPressed[u] = window.GetKey(g) == glfw.Press
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}
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for b := MouseButtonLeft; b < MouseButtonMax; b++ {
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i.mouseButtonPressed[b] = window.GetMouseButton(glfw.MouseButton(b)) == glfw.Press
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}
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x, y := window.GetCursorPosition()
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i.cursorX = int(math.Floor(x)) / scale
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i.cursorY = int(math.Floor(y)) / scale
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}
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@ -33,22 +33,3 @@ const (
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MouseButtonMiddle
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MouseButtonMax
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)
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type input struct {
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keyPressed [KeyMax]bool
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mouseButtonPressed [MouseButtonMax]bool
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cursorX int
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cursorY int
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}
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func (i *input) isKeyPressed(key Key) bool {
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return i.keyPressed[key]
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}
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func (i *input) isMouseButtonPressed(button MouseButton) bool {
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return i.mouseButtonPressed[button]
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}
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func (i *input) cursorPosition() (x, y int) {
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return i.cursorX, i.cursorY
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}
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