internal/ui: freeze the input state for each frame

After this change, the input APIs will return more consistent results
for one frame.

Closes #2496
This commit is contained in:
Hajime Hoshi 2022-12-16 18:34:14 +09:00
parent e1804eca64
commit d1b9a0a9a1
16 changed files with 362 additions and 567 deletions

View File

@ -147,7 +147,9 @@ func (g *gameForUI) Layout(outsideWidth, outsideHeight float64) (float64, float6
return float64(sw), float64(sh)
}
func (g *gameForUI) Update() error {
func (g *gameForUI) Update(inputState ui.InputState) error {
theInputState.set(inputState)
if err := g.game.Update(); err != nil {
return err
}

View File

@ -485,6 +485,7 @@ const (
KeyReserved1
KeyReserved2
KeyReserved3
KeyMax = KeyReserved3
)
func (k Key) String() string {

126
input.go
View File

@ -15,6 +15,8 @@
package ebiten
import (
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
@ -35,7 +37,7 @@ import (
//
// Keyboards don't work on iOS yet (#1090).
func AppendInputChars(runes []rune) []rune {
return ui.Get().Input().AppendInputChars(runes)
return theInputState.appendInputChars(runes)
}
// InputChars return "printable" runes read from the keyboard at the time update is called.
@ -64,29 +66,7 @@ func InputChars() []rune {
//
// Keyboards don't work on iOS yet (#1090).
func IsKeyPressed(key Key) bool {
if !key.isValid() {
return false
}
var keys []ui.Key
switch key {
case KeyAlt:
keys = []ui.Key{ui.KeyAltLeft, ui.KeyAltRight}
case KeyControl:
keys = []ui.Key{ui.KeyControlLeft, ui.KeyControlRight}
case KeyShift:
keys = []ui.Key{ui.KeyShiftLeft, ui.KeyShiftRight}
case KeyMeta:
keys = []ui.Key{ui.KeyMetaLeft, ui.KeyMetaRight}
default:
keys = []ui.Key{ui.Key(key)}
}
for _, k := range keys {
if ui.Get().Input().IsKeyPressed(k) {
return true
}
}
return false
return theInputState.isKeyPressed(key)
}
// CursorPosition returns a position of a mouse cursor relative to the game screen (window). The cursor position is
@ -98,7 +78,7 @@ func IsKeyPressed(key Key) bool {
//
// CursorPosition is concurrent-safe.
func CursorPosition() (x, y int) {
return ui.Get().Input().CursorPosition()
return theInputState.cursorPosition()
}
// Wheel returns x and y offsets of the mouse wheel or touchpad scroll.
@ -106,7 +86,7 @@ func CursorPosition() (x, y int) {
//
// Wheel is concurrent-safe.
func Wheel() (xoff, yoff float64) {
return ui.Get().Input().Wheel()
return theInputState.wheel()
}
// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
@ -116,7 +96,7 @@ func Wheel() (xoff, yoff float64) {
//
// IsMouseButtonPressed is concurrent-safe.
func IsMouseButtonPressed(mouseButton MouseButton) bool {
return ui.Get().Input().IsMouseButtonPressed(mouseButton)
return theInputState.isMouseButtonPressed(mouseButton)
}
// GamepadID represents a gamepad's identifier.
@ -377,7 +357,7 @@ type TouchID = ui.TouchID
//
// AppendTouchIDs is concurrent-safe.
func AppendTouchIDs(touches []TouchID) []TouchID {
return ui.Get().Input().AppendTouchIDs(touches)
return theInputState.appendTouchIDs(touches)
}
// TouchIDs returns the current touch states.
@ -393,5 +373,93 @@ func TouchIDs() []TouchID {
//
// TouchPosition is cuncurrent-safe.
func TouchPosition(id TouchID) (int, int) {
return ui.Get().Input().TouchPosition(id)
return theInputState.touchPosition(id)
}
var theInputState inputState
type inputState struct {
state ui.InputState
m sync.Mutex
}
func (i *inputState) set(inputState ui.InputState) {
i.m.Lock()
defer i.m.Unlock()
i.state = inputState
}
func (i *inputState) appendInputChars(runes []rune) []rune {
i.m.Lock()
defer i.m.Unlock()
return append(runes, i.state.Runes[:i.state.RunesCount]...)
}
func (i *inputState) isKeyPressed(key Key) bool {
if !key.isValid() {
return false
}
i.m.Lock()
defer i.m.Unlock()
switch key {
case KeyAlt:
return i.state.KeyPressed[ui.KeyAltLeft] && i.state.KeyPressed[ui.KeyAltRight]
case KeyControl:
return i.state.KeyPressed[ui.KeyControlLeft] && i.state.KeyPressed[ui.KeyControlRight]
case KeyShift:
return i.state.KeyPressed[ui.KeyShiftLeft] && i.state.KeyPressed[ui.KeyShiftRight]
case KeyMeta:
return i.state.KeyPressed[ui.KeyMetaLeft] && i.state.KeyPressed[ui.KeyMetaRight]
default:
return i.state.KeyPressed[ui.Key(key)]
}
}
func (i *inputState) cursorPosition() (int, int) {
i.m.Lock()
defer i.m.Unlock()
return i.state.CursorX, i.state.CursorY
}
func (i *inputState) wheel() (float64, float64) {
i.m.Lock()
defer i.m.Unlock()
return i.state.WheelX, i.state.WheelY
}
func (i *inputState) isMouseButtonPressed(mouseButton MouseButton) bool {
i.m.Lock()
defer i.m.Unlock()
return i.state.MouseButtonPressed[mouseButton]
}
func (i *inputState) appendTouchIDs(touches []TouchID) []TouchID {
i.m.Lock()
defer i.m.Unlock()
for _, t := range i.state.Touches {
if !t.Valid {
continue
}
touches = append(touches, t.ID)
}
return touches
}
func (i *inputState) touchPosition(id TouchID) (int, int) {
i.m.Lock()
defer i.m.Unlock()
for _, t := range i.state.Touches {
if !t.Valid {
continue
}
if id != t.ID {
continue
}
return t.X, t.Y
}
return 0, 0
}

View File

@ -35,7 +35,7 @@ type Game interface {
NewOffscreenImage(width, height int) *Image
NewScreenImage(width, height int) *Image
Layout(outsideWidth, outsideHeight float64) (screenWidth, screenHeight float64)
Update() error
Update(InputState) error
DrawOffscreen() error
DrawFinalScreen(scale, offsetX, offsetY float64)
}
@ -89,7 +89,9 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
return err
}
ui.beginFrame()
// Read the input state and use it for one frame to give a consistent result for one frame (#2496).
var inputState InputState
ui.beginFrame(&inputState)
defer ui.endFrame()
// The given outside size can be 0 e.g. just after restoring from the fullscreen mode on Windows (#1589)
@ -126,7 +128,7 @@ func (c *context) updateFrameImpl(graphicsDriver graphicsdriver.Graphics, update
if err := hooks.RunBeforeUpdateHooks(); err != nil {
return err
}
if err := c.game.Update(); err != nil {
if err := c.game.Update(inputState); err != nil {
return err
}
// Catch the error that happened at (*Image).At.

69
internal/ui/input.go Normal file
View File

@ -0,0 +1,69 @@
// Copyright 2022 The Ebitengine Authors
//
// 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.
package ui
import (
"unicode"
)
type MouseButton int
const (
MouseButton0 MouseButton = iota // The 'left' button
MouseButton1 // The 'right' button
MouseButton2 // The 'middle' button
MouseButton3 // The additional button (usually browser-back)
MouseButton4 // The additional button (usually browser-forward)
MouseButtonMax = MouseButton4
)
type TouchID int
type Touch struct {
Valid bool
ID TouchID
X int
Y int
}
type InputState struct {
KeyPressed [KeyMax + 1]bool
MouseButtonPressed [MouseButtonMax + 1]bool
CursorX int
CursorY int
WheelX float64
WheelY float64
Touches [16]Touch
Runes [16]rune
RunesCount int
}
func (i *InputState) resetForFrame() {
i.WheelX = 0
i.WheelY = 0
i.RunesCount = 0
}
func (i *InputState) appendRune(r rune) {
if !unicode.IsPrint(r) {
return
}
if i.RunesCount >= len(i.Runes) {
return
}
i.Runes[i.RunesCount] = r
i.RunesCount++
}

View File

@ -18,136 +18,11 @@ package ui
import (
"math"
"sync"
"unicode"
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
"github.com/hajimehoshi/ebiten/v2/internal/glfw"
)
type Input struct {
keyPressed map[glfw.Key]bool
mouseButtonPressed map[glfw.MouseButton]bool
onceCallback sync.Once
scrollX float64
scrollY float64
cursorX int
cursorY int
touches map[TouchID]pos // TODO: Implement this (#417)
runeBuffer []rune
ui *userInterfaceImpl
}
type pos struct {
X int
Y int
}
func (i *Input) CursorPosition() (x, y int) {
if !i.ui.isRunning() {
return 0, 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
return i.cursorX, i.cursorY
}
func (i *Input) AppendTouchIDs(touchIDs []TouchID) []TouchID {
if !i.ui.isRunning() {
return nil
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for id := range i.touches {
touchIDs = append(touchIDs, id)
}
return touchIDs
}
func (i *Input) TouchPosition(id TouchID) (x, y int) {
if !i.ui.isRunning() {
return 0, 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for tid, pos := range i.touches {
if id == tid {
return pos.X, pos.Y
}
}
return 0, 0
}
func (i *Input) IsKeyPressed(key Key) bool {
if !i.ui.isRunning() {
return false
}
i.ui.m.Lock()
defer i.ui.m.Unlock()
gk, ok := uiKeyToGLFWKey[key]
if !ok {
return false
}
return i.keyPressed[gk]
}
func (i *Input) AppendInputChars(runes []rune) []rune {
if !i.ui.isRunning() {
return nil
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
return append(runes, i.runeBuffer...)
}
func (i *Input) resetForTick() {
if !i.ui.isRunning() {
return
}
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.runeBuffer = i.runeBuffer[:0]
i.scrollX, i.scrollY = 0, 0
}
func (i *Input) IsMouseButtonPressed(button MouseButton) bool {
if !i.ui.isRunning() {
return false
}
i.ui.m.Lock()
defer i.ui.m.Unlock()
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
}
for gb, b := range glfwMouseButtonToMouseButton {
if b != button {
continue
}
if i.mouseButtonPressed[gb] {
return true
}
}
return false
}
func (i *Input) Wheel() (xoff, yoff float64) {
if !i.ui.isRunning() {
return 0, 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
return i.scrollX, i.scrollY
}
var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
glfw.MouseButtonLeft: MouseButton0,
glfw.MouseButtonMiddle: MouseButton1,
@ -156,53 +31,44 @@ var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
glfw.MouseButton4: MouseButton4,
}
// update must be called from the main thread.
func (i *Input) update(window *glfw.Window, context *context) error {
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.onceCallback.Do(func() {
window.SetCharModsCallback(glfw.ToCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
func (u *userInterfaceImpl) registerInputCallbacks() {
u.window.SetCharModsCallback(glfw.ToCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
// As this function is called from GLFW callbacks, the current thread is main.
if !unicode.IsPrint(char) {
return
u.m.Lock()
defer u.m.Unlock()
u.inputState.appendRune(char)
}))
u.window.SetScrollCallback(glfw.ToScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
// As this function is called from GLFW callbacks, the current thread is main.
u.m.Lock()
defer u.m.Unlock()
u.inputState.WheelX += xoff
u.inputState.WheelY += yoff
}))
}
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.runeBuffer = append(i.runeBuffer, char)
}))
window.SetScrollCallback(glfw.ToScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
// As this function is called from GLFW callbacks, the current thread is main.
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.scrollX += xoff
i.scrollY += yoff
}))
})
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
// updateInput must be called from the main thread.
func (u *userInterfaceImpl) updateInputState() error {
u.m.Lock()
defer u.m.Unlock()
for uk, gk := range uiKeyToGLFWKey {
u.inputState.KeyPressed[uk] = u.window.GetKey(gk) == glfw.Press
}
for _, gk := range uiKeyToGLFWKey {
i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
for gb, ub := range glfwMouseButtonToMouseButton {
u.inputState.MouseButtonPressed[ub] = u.window.GetMouseButton(gb) == glfw.Press
}
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
}
for gb := range glfwMouseButtonToMouseButton {
i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
}
cx, cy := window.GetCursorPos()
cx, cy := u.window.GetCursorPos()
// TODO: This is tricky. Rename the function?
m := i.ui.currentMonitor()
s := i.ui.deviceScaleFactor(m)
cx = i.ui.dipFromGLFWPixel(cx, m)
cy = i.ui.dipFromGLFWPixel(cy, m)
cx, cy = context.adjustPosition(cx, cy, s)
m := u.currentMonitor()
s := u.deviceScaleFactor(m)
cx = u.dipFromGLFWPixel(cx, m)
cy = u.dipFromGLFWPixel(cy, m)
cx, cy = u.context.adjustPosition(cx, cy, s)
// AdjustPosition can return NaN at the initialization.
if !math.IsNaN(cx) && !math.IsNaN(cy) {
i.cursorX, i.cursorY = int(cx), int(cy)
u.inputState.CursorX, u.inputState.CursorY = int(cx), int(cy)
}
if err := gamepad.Update(); err != nil {

View File

@ -31,89 +31,17 @@ var (
stringTouchmove = js.ValueOf("touchmove")
)
var jsKeys []js.Value
func init() {
for _, k := range uiKeyToJSKey {
jsKeys = append(jsKeys, k)
}
}
func jsKeyToID(key js.Value) int {
func jsKeyToID(key js.Value) Key {
// js.Value cannot be used as a map key.
// As the number of keys is around 100, just a dumb loop should work.
for i, k := range jsKeys {
if k.Equal(key) {
return i
for uiKey, jsKey := range uiKeyToJSKey {
if jsKey.Equal(key) {
return uiKey
}
}
return -1
}
type pos struct {
X int
Y int
}
type Input struct {
keyPressed map[int]bool
mouseButtonPressed map[int]bool
cursorX int
cursorY int
origCursorX int
origCursorY int
wheelX float64
wheelY float64
touches map[TouchID]pos
runeBuffer []rune
ui *userInterfaceImpl
}
func (i *Input) CursorPosition() (x, y int) {
if i.ui.context == nil {
return 0, 0
}
xf, yf := i.ui.context.adjustPosition(float64(i.cursorX), float64(i.cursorY), i.ui.DeviceScaleFactor())
return int(xf), int(yf)
}
func (i *Input) AppendTouchIDs(touchIDs []TouchID) []TouchID {
for id := range i.touches {
touchIDs = append(touchIDs, id)
}
return touchIDs
}
func (i *Input) TouchPosition(id TouchID) (x, y int) {
d := i.ui.DeviceScaleFactor()
for tid, pos := range i.touches {
if id == tid {
x, y := i.ui.context.adjustPosition(float64(pos.X), float64(pos.Y), d)
return int(x), int(y)
}
}
return 0, 0
}
func (i *Input) AppendInputChars(runes []rune) []rune {
return append(runes, i.runeBuffer...)
}
func (i *Input) resetForTick() {
i.runeBuffer = nil
i.wheelX = 0
i.wheelY = 0
}
func (i *Input) IsKeyPressed(key Key) bool {
if i.keyPressed != nil {
if i.keyPressed[jsKeyToID(uiKeyToJSKey[key])] {
return true
}
}
return false
}
var codeToMouseButton = map[int]MouseButton{
0: MouseButton0, // Left
1: MouseButton1, // Middle
@ -122,123 +50,92 @@ var codeToMouseButton = map[int]MouseButton{
4: MouseButton4,
}
func (i *Input) IsMouseButtonPressed(button MouseButton) bool {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[int]bool{}
}
for c, b := range codeToMouseButton {
if b != button {
continue
}
if i.mouseButtonPressed[c] {
return true
}
}
return false
func (u *userInterfaceImpl) keyDown(code js.Value) {
u.inputState.KeyPressed[jsKeyToID(code)] = true
}
func (i *Input) Wheel() (xoff, yoff float64) {
return i.wheelX, i.wheelY
func (u *userInterfaceImpl) keyUp(code js.Value) {
u.inputState.KeyPressed[jsKeyToID(code)] = false
}
func (i *Input) keyDown(code js.Value) {
if i.keyPressed == nil {
i.keyPressed = map[int]bool{}
}
i.keyPressed[jsKeyToID(code)] = true
func (u *userInterfaceImpl) mouseDown(code int) {
u.inputState.MouseButtonPressed[codeToMouseButton[code]] = true
}
func (i *Input) keyUp(code js.Value) {
if i.keyPressed == nil {
i.keyPressed = map[int]bool{}
}
i.keyPressed[jsKeyToID(code)] = false
func (u *userInterfaceImpl) mouseUp(code int) {
u.inputState.MouseButtonPressed[codeToMouseButton[code]] = false
}
func (i *Input) mouseDown(code int) {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[int]bool{}
}
i.mouseButtonPressed[code] = true
}
func (i *Input) mouseUp(code int) {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[int]bool{}
}
i.mouseButtonPressed[code] = false
}
func (i *Input) updateFromEvent(e js.Value) error {
func (u *userInterfaceImpl) updateInputFromEvent(e js.Value) error {
// Avoid using js.Value.String() as String creates a Uint8Array via a TextEncoder and causes a heavy
// overhead (#1437).
switch t := e.Get("type"); {
case t.Equal(stringKeydown):
if str := e.Get("key").String(); isKeyString(str) {
for _, r := range str {
if unicode.IsPrint(r) {
i.runeBuffer = append(i.runeBuffer, r)
u.inputState.appendRune(r)
}
}
}
i.keyDown(e.Get("code"))
u.keyDown(e.Get("code"))
case t.Equal(stringKeyup):
i.keyUp(e.Get("code"))
u.keyUp(e.Get("code"))
case t.Equal(stringMousedown):
button := e.Get("button").Int()
i.mouseDown(button)
i.setMouseCursorFromEvent(e)
u.mouseDown(e.Get("button").Int())
u.setMouseCursorFromEvent(e)
case t.Equal(stringMouseup):
button := e.Get("button").Int()
i.mouseUp(button)
i.setMouseCursorFromEvent(e)
u.mouseUp(e.Get("button").Int())
u.setMouseCursorFromEvent(e)
case t.Equal(stringMousemove):
i.setMouseCursorFromEvent(e)
u.setMouseCursorFromEvent(e)
case t.Equal(stringWheel):
// TODO: What if e.deltaMode is not DOM_DELTA_PIXEL?
i.wheelX = -e.Get("deltaX").Float()
i.wheelY = -e.Get("deltaY").Float()
u.inputState.WheelX = -e.Get("deltaX").Float()
u.inputState.WheelY = -e.Get("deltaY").Float()
case t.Equal(stringTouchstart) || t.Equal(stringTouchend) || t.Equal(stringTouchmove):
i.updateTouchesFromEvent(e)
u.updateTouchesFromEvent(e)
}
i.ui.forceUpdateOnMinimumFPSMode()
u.forceUpdateOnMinimumFPSMode()
return nil
}
func (i *Input) setMouseCursorFromEvent(e js.Value) {
if i.ui.cursorMode == CursorModeCaptured {
x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
i.origCursorX, i.origCursorY = x, y
dx, dy := e.Get("movementX").Int(), e.Get("movementY").Int()
i.cursorX += dx
i.cursorY += dy
func (u *userInterfaceImpl) setMouseCursorFromEvent(e js.Value) {
if u.context == nil {
return
}
if u.cursorMode == CursorModeCaptured {
x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
i.cursorX, i.cursorY = x, y
i.origCursorX, i.origCursorY = x, y
u.origCursorX, u.origCursorY = x, y
dx, dy := u.context.adjustPosition(e.Get("movementX").Float(), e.Get("movementY").Float(), u.DeviceScaleFactor())
u.inputState.CursorX += int(dx)
u.inputState.CursorY += int(dy)
return
}
func (i *Input) recoverCursorPosition() {
i.cursorX, i.cursorY = i.origCursorX, i.origCursorY
x, y := u.context.adjustPosition(e.Get("clientX").Float(), e.Get("clientY").Float(), u.DeviceScaleFactor())
u.inputState.CursorX, u.inputState.CursorY = int(x), int(y)
u.origCursorX, u.origCursorY = int(x), int(y)
}
func (in *Input) updateTouchesFromEvent(e js.Value) {
j := e.Get("targetTouches")
for k := range in.touches {
delete(in.touches, k)
func (u *userInterfaceImpl) recoverCursorPosition() {
u.inputState.CursorX, u.inputState.CursorY = u.origCursorX, u.origCursorY
}
for i := 0; i < j.Length(); i++ {
jj := j.Call("item", i)
id := TouchID(jj.Get("identifier").Int())
if in.touches == nil {
in.touches = map[TouchID]pos{}
func (u *userInterfaceImpl) updateTouchesFromEvent(e js.Value) {
for i := range u.inputState.Touches {
u.inputState.Touches[i].Valid = false
}
in.touches[id] = pos{
X: jj.Get("clientX").Int(),
Y: jj.Get("clientY").Int(),
touches := e.Get("targetTouches")
for i := 0; i < touches.Length(); i++ {
t := touches.Call("item", i)
x, y := u.context.adjustPosition(t.Get("clientX").Float(), t.Get("clientY").Float(), u.DeviceScaleFactor())
u.inputState.Touches[i] = Touch{
Valid: true,
ID: TouchID(t.Get("identifier").Int()),
X: int(x),
Y: int(y),
}
}
}

View File

@ -16,82 +16,38 @@
package ui
type Input struct {
keys map[Key]struct{}
runes []rune
touches []Touch
ui *userInterfaceImpl
type TouchForInput struct {
ID TouchID
// X is in device-independent pixels.
X float64
// Y is in device-independent pixels.
Y float64
}
func (i *Input) CursorPosition() (x, y int) {
return 0, 0
func (u *userInterfaceImpl) updateInputState(keys map[Key]struct{}, runes []rune, touches []TouchForInput) {
u.m.Lock()
defer u.m.Unlock()
for k := range u.inputState.KeyPressed {
_, ok := keys[Key(k)]
u.inputState.KeyPressed[k] = ok
}
func (i *Input) AppendTouchIDs(touchIDs []TouchID) []TouchID {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
copy(u.inputState.Runes[:], runes)
u.inputState.RunesCount = len(runes)
for _, t := range i.touches {
touchIDs = append(touchIDs, t.ID)
for i := range u.inputState.Touches {
u.inputState.Touches[i].Valid = false
}
return touchIDs
}
func (i *Input) TouchPosition(id TouchID) (x, y int) {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, t := range i.touches {
if t.ID == id {
return i.ui.adjustPosition(t.X, t.Y)
for i, t := range touches {
x, y := u.context.adjustPosition(t.X, t.Y, u.DeviceScaleFactor())
u.inputState.Touches[i] = Touch{
Valid: true,
ID: t.ID,
X: int(x),
Y: int(y),
}
}
return 0, 0
}
func (i *Input) AppendInputChars(runes []rune) []rune {
i.ui.m.Lock()
defer i.ui.m.Unlock()
return append(runes, i.runes...)
}
func (i *Input) IsKeyPressed(key Key) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
_, ok := i.keys[key]
return ok
}
func (i *Input) Wheel() (xoff, yoff float64) {
return 0, 0
}
func (i *Input) IsMouseButtonPressed(key MouseButton) bool {
return false
}
func (i *Input) update(keys map[Key]struct{}, runes []rune, touches []Touch) {
i.ui.m.Lock()
defer i.ui.m.Unlock()
if i.keys == nil {
i.keys = map[Key]struct{}{}
}
for k := range i.keys {
delete(i.keys, k)
}
for k := range keys {
i.keys[k] = struct{}{}
}
i.runes = i.runes[:0]
i.runes = append(i.runes, runes...)
i.touches = i.touches[:0]
i.touches = append(i.touches, touches...)
}
func (i *Input) resetForTick() {
i.runes = nil
}

View File

@ -17,73 +17,23 @@
package ui
import (
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
"github.com/hajimehoshi/ebiten/v2/internal/nintendosdk"
)
type Input struct {
gamepads []nintendosdk.Gamepad
touches []nintendosdk.Touch
func (u *userInterfaceImpl) updateInputState() {
u.nativeTouches = u.nativeTouches[:0]
u.nativeTouches = nintendosdk.AppendTouches(u.nativeTouches)
m sync.Mutex
for i := range u.inputState.Touches {
u.inputState.Touches[i].Valid = false
}
func (i *Input) update(context *context) {
i.m.Lock()
defer i.m.Unlock()
gamepad.Update()
i.touches = i.touches[:0]
i.touches = nintendosdk.AppendTouches(i.touches)
for idx, t := range i.touches {
x, y := context.adjustPosition(float64(t.X), float64(t.Y), deviceScaleFactor)
i.touches[idx].X = int(x)
i.touches[idx].Y = int(y)
for i, t := range u.nativeTouches {
x, y := u.context.adjustPosition(float64(t.X), float64(t.Y), deviceScaleFactor)
u.inputState.Touches[i] = Touch{
Valid: true,
ID: TouchID(t.ID),
X: int(x),
Y: int(y),
}
}
func (i *Input) AppendInputChars(runes []rune) []rune {
return nil
}
func (i *Input) AppendTouchIDs(touchIDs []TouchID) []TouchID {
i.m.Lock()
defer i.m.Unlock()
for _, t := range i.touches {
touchIDs = append(touchIDs, TouchID(t.ID))
}
return touchIDs
}
func (i *Input) CursorPosition() (x, y int) {
return 0, 0
}
func (i *Input) IsKeyPressed(key Key) bool {
return false
}
func (i *Input) IsMouseButtonPressed(button MouseButton) bool {
return false
}
func (i *Input) TouchPosition(id TouchID) (x, y int) {
i.m.Lock()
defer i.m.Unlock()
for _, t := range i.touches {
if TouchID(t.ID) == id {
return t.X, t.Y
}
}
return 0, 0
}
func (i *Input) Wheel() (xoff, yoff float64) {
return 0, 0
}

View File

@ -132,6 +132,7 @@ const (
KeyReserved1
KeyReserved2
KeyReserved3
KeyMax = KeyReserved3
)
func (k Key) String() string {

View File

@ -21,18 +21,6 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
)
type MouseButton int
const (
MouseButton0 MouseButton = iota // The 'left' button
MouseButton1 // The 'right' button
MouseButton2 // The 'middle' button
MouseButton3 // The additional button (usually browser-back)
MouseButton4 // The additional button (usually browser-forward)
)
type TouchID int
// RegularTermination represents a regular termination.
// Run can return this error, and if this error is received,
// the game loop should be terminated as soon as possible.

View File

@ -100,7 +100,7 @@ type userInterfaceImpl struct {
fpsModeInited bool
input Input
inputState InputState
iwindow glfwWindow
sizeCallback glfw.SizeCallback
@ -137,7 +137,6 @@ func init() {
origWindowPosX: invalidPos,
origWindowPosY: invalidPos,
}
theUI.input.ui = &theUI.userInterfaceImpl
theUI.iwindow.ui = &theUI.userInterfaceImpl
}
@ -697,8 +696,13 @@ func (u *userInterfaceImpl) createWindow(width, height int) error {
return nil
}
func (u *userInterfaceImpl) beginFrame() {
func (u *userInterfaceImpl) beginFrame(inputState *InputState) {
atomic.StoreUint32(&u.inFrame, 1)
u.m.Lock()
defer u.m.Unlock()
*inputState = u.inputState
u.inputState.resetForFrame()
}
func (u *userInterfaceImpl) endFrame() {
@ -958,6 +962,7 @@ func (u *userInterfaceImpl) init(options *RunOptions) error {
u.registerWindowSetSizeCallback()
u.registerWindowCloseCallback()
u.registerWindowFramebufferSizeCallback()
u.registerInputCallbacks()
return nil
}
@ -1046,7 +1051,7 @@ func (u *userInterfaceImpl) update() (float64, float64, error) {
} else {
glfw.WaitEvents()
}
if err := u.input.update(u.window, u.context); err != nil {
if err := u.updateInputState(); err != nil {
return 0, 0, err
}
@ -1408,15 +1413,15 @@ func monitorFromWindow(window *glfw.Window) *glfw.Monitor {
}
func (u *userInterfaceImpl) resetForTick() {
u.input.resetForTick()
u.m.Lock()
defer u.m.Unlock()
u.windowBeingClosed = false
u.m.Unlock()
}
func (u *userInterfaceImpl) Input() *Input {
return &u.input
func (u *userInterfaceImpl) readInputState(inputState *InputState) {
u.m.Lock()
defer u.m.Unlock()
*inputState = u.inputState
}
func (u *userInterfaceImpl) Window() Window {

View File

@ -87,7 +87,9 @@ type userInterfaceImpl struct {
err error
context *context
input Input
inputState InputState
origCursorX int
origCursorY int
m sync.Mutex
}
@ -96,7 +98,6 @@ func init() {
theUI.userInterfaceImpl = userInterfaceImpl{
runnableOnUnfocused: true,
}
theUI.input.ui = &theUI.userInterfaceImpl
}
var (
@ -475,7 +476,7 @@ func init() {
if theUI.cursorMode == CursorModeCaptured {
theUI.recoverCursorMode()
}
theUI.input.recoverCursorPosition()
theUI.recoverCursorPosition()
return nil
}))
document.Call("addEventListener", "pointerlockerror", js.FuncOf(func(this js.Value, args []js.Value) any {
@ -516,7 +517,7 @@ func setCanvasEventHandlers(v js.Value) {
e := args[0]
e.Call("preventDefault")
if err := theUI.input.updateFromEvent(e); err != nil && theUI.err != nil {
if err := theUI.updateInputFromEvent(e); err != nil && theUI.err != nil {
theUI.err = err
return nil
}
@ -525,7 +526,7 @@ func setCanvasEventHandlers(v js.Value) {
v.Call("addEventListener", "keyup", js.FuncOf(func(this js.Value, args []js.Value) any {
e := args[0]
e.Call("preventDefault")
if err := theUI.input.updateFromEvent(e); err != nil && theUI.err != nil {
if err := theUI.updateInputFromEvent(e); err != nil && theUI.err != nil {
theUI.err = err
return nil
}
@ -539,7 +540,7 @@ func setCanvasEventHandlers(v js.Value) {
e := args[0]
e.Call("preventDefault")
if err := theUI.input.updateFromEvent(e); err != nil && theUI.err != nil {
if err := theUI.updateInputFromEvent(e); err != nil && theUI.err != nil {
theUI.err = err
return nil
}
@ -548,7 +549,7 @@ func setCanvasEventHandlers(v js.Value) {
v.Call("addEventListener", "mouseup", js.FuncOf(func(this js.Value, args []js.Value) any {
e := args[0]
e.Call("preventDefault")
if err := theUI.input.updateFromEvent(e); err != nil && theUI.err != nil {
if err := theUI.updateInputFromEvent(e); err != nil && theUI.err != nil {
theUI.err = err
return nil
}
@ -557,7 +558,7 @@ func setCanvasEventHandlers(v js.Value) {
v.Call("addEventListener", "mousemove", js.FuncOf(func(this js.Value, args []js.Value) any {
e := args[0]
e.Call("preventDefault")
if err := theUI.input.updateFromEvent(e); err != nil && theUI.err != nil {
if err := theUI.updateInputFromEvent(e); err != nil && theUI.err != nil {
theUI.err = err
return nil
}
@ -566,7 +567,7 @@ func setCanvasEventHandlers(v js.Value) {
v.Call("addEventListener", "wheel", js.FuncOf(func(this js.Value, args []js.Value) any {
e := args[0]
e.Call("preventDefault")
if err := theUI.input.updateFromEvent(e); err != nil && theUI.err != nil {
if err := theUI.updateInputFromEvent(e); err != nil && theUI.err != nil {
theUI.err = err
return nil
}
@ -580,7 +581,7 @@ func setCanvasEventHandlers(v js.Value) {
e := args[0]
e.Call("preventDefault")
if err := theUI.input.updateFromEvent(e); err != nil && theUI.err != nil {
if err := theUI.updateInputFromEvent(e); err != nil && theUI.err != nil {
theUI.err = err
return nil
}
@ -589,7 +590,7 @@ func setCanvasEventHandlers(v js.Value) {
v.Call("addEventListener", "touchend", js.FuncOf(func(this js.Value, args []js.Value) any {
e := args[0]
e.Call("preventDefault")
if err := theUI.input.updateFromEvent(e); err != nil && theUI.err != nil {
if err := theUI.updateInputFromEvent(e); err != nil && theUI.err != nil {
theUI.err = err
return nil
}
@ -598,7 +599,7 @@ func setCanvasEventHandlers(v js.Value) {
v.Call("addEventListener", "touchmove", js.FuncOf(func(this js.Value, args []js.Value) any {
e := args[0]
e.Call("preventDefault")
if err := theUI.input.updateFromEvent(e); err != nil && theUI.err != nil {
if err := theUI.updateInputFromEvent(e); err != nil && theUI.err != nil {
theUI.err = err
return nil
}
@ -680,18 +681,15 @@ func (u *userInterfaceImpl) SetScreenTransparent(transparent bool) {
}
func (u *userInterfaceImpl) resetForTick() {
u.input.resetForTick()
}
func (u *userInterfaceImpl) Input() *Input {
return &u.input
}
func (u *userInterfaceImpl) Window() Window {
return &nullWindow{}
}
func (u *userInterfaceImpl) beginFrame() {
func (u *userInterfaceImpl) beginFrame(inputState *InputState) {
*inputState = u.inputState
u.inputState.resetForFrame()
}
func (u *userInterfaceImpl) endFrame() {

View File

@ -60,7 +60,6 @@ func init() {
outsideWidth: 640,
outsideHeight: 480,
}
theUI.input.ui = &theUI.userInterfaceImpl
}
// Update is called from mobile/ebitenmobileview.
@ -108,7 +107,7 @@ type userInterfaceImpl struct {
context *context
input Input
inputState InputState
fpsMode FPSModeType
renderRequester RenderRequester
@ -127,7 +126,7 @@ func (u *userInterfaceImpl) appMain(a app.App) {
var glctx gl.Context
var sizeInited bool
touches := map[touch.Sequence]Touch{}
touches := map[touch.Sequence]TouchForInput{}
keys := map[Key]struct{}{}
for e := range a.Events() {
@ -180,12 +179,10 @@ func (u *userInterfaceImpl) appMain(a app.App) {
switch e.Type {
case touch.TypeBegin, touch.TypeMove:
s := deviceScale()
x, y := float64(e.X)/s, float64(e.Y)/s
// TODO: Is it ok to cast from int64 to int here?
touches[e.Sequence] = Touch{
touches[e.Sequence] = TouchForInput{
ID: TouchID(e.Sequence),
X: int(x),
Y: int(y),
X: float64(e.X) / s,
Y: float64(e.Y) / s,
}
case touch.TypeEnd:
delete(touches, e.Sequence)
@ -212,11 +209,11 @@ func (u *userInterfaceImpl) appMain(a app.App) {
}
if updateInput {
var ts []Touch
var ts []TouchForInput
for _, t := range touches {
ts = append(ts, t)
}
u.input.update(keys, runes, ts)
u.updateInputState(keys, runes, ts)
}
}
}
@ -422,25 +419,14 @@ func (u *userInterfaceImpl) DeviceScaleFactor() float64 {
}
func (u *userInterfaceImpl) resetForTick() {
u.input.resetForTick()
}
func (u *userInterfaceImpl) Input() *Input {
return &u.input
}
func (u *userInterfaceImpl) Window() Window {
return &nullWindow{}
}
type Touch struct {
ID TouchID
X int
Y int
}
func (u *userInterfaceImpl) UpdateInput(keys map[Key]struct{}, runes []rune, touches []Touch) {
u.input.update(keys, runes, touches)
func (u *userInterfaceImpl) UpdateInput(keys map[Key]struct{}, runes []rune, touches []TouchForInput) {
u.updateInputState(keys, runes, touches)
if u.fpsMode == FPSModeVsyncOffMinimum {
u.renderRequester.RequestRenderIfNeeded()
}
@ -462,7 +448,12 @@ func (u *userInterfaceImpl) ScheduleFrame() {
}
}
func (u *userInterfaceImpl) beginFrame() {
func (u *userInterfaceImpl) beginFrame(inputState *InputState) {
u.m.Lock()
defer u.m.Unlock()
*inputState = u.inputState
u.inputState.resetForFrame()
}
func (u *userInterfaceImpl) endFrame() {

View File

@ -19,6 +19,7 @@ package ui
import (
"runtime"
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
"github.com/hajimehoshi/ebiten/v2/internal/nintendosdk"
@ -53,7 +54,8 @@ type userInterfaceImpl struct {
graphicsDriver graphicsdriver.Graphics
context *context
input Input
inputState InputState
nativeTouches []nintendosdk.Touch
}
func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
@ -66,7 +68,8 @@ func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
nintendosdk.InitializeGame()
for {
nintendosdk.BeginFrame()
u.input.update(u.context)
gamepad.Update()
u.updateInputState()
w, h := nintendosdk.ScreenSize()
if err := u.context.updateFrame(u.graphicsDriver, float64(w), float64(h), deviceScaleFactor, u); err != nil {
@ -126,15 +129,13 @@ func (*userInterfaceImpl) SetFPSMode(mode FPSModeType) {
func (*userInterfaceImpl) ScheduleFrame() {
}
func (*userInterfaceImpl) Input() *Input {
return &theUI.input
}
func (*userInterfaceImpl) Window() Window {
return &nullWindow{}
}
func (u *userInterfaceImpl) beginFrame() {
func (u *userInterfaceImpl) beginFrame(inputState *InputState) {
*inputState = u.inputState
u.inputState.resetForFrame()
}
func (u *userInterfaceImpl) endFrame() {

View File

@ -32,16 +32,16 @@ var (
)
var (
touchSlice []ui.Touch
touchSlice []ui.TouchForInput
)
func updateInput() {
touchSlice = touchSlice[:0]
for id, position := range touches {
touchSlice = append(touchSlice, ui.Touch{
touchSlice = append(touchSlice, ui.TouchForInput{
ID: id,
X: position.x,
Y: position.y,
X: float64(position.x),
Y: float64(position.y),
})
}