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@ -16,7 +16,7 @@
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package inpututil
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package inpututil
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import (
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import (
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"sort"
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"slices"
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"sync"
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"sync"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2"
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@ -28,21 +28,20 @@ type pos struct {
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y int
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y int
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}
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}
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type gamepadState struct {
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buttonDurations [ebiten.GamepadButtonMax + 1]int
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standardButtonDurations [ebiten.StandardGamepadButtonMax + 1]int
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}
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type inputState struct {
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type inputState struct {
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keyDurations []int
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keyDurations [ebiten.KeyMax + 1]int
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prevKeyDurations []int
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prevKeyDurations [ebiten.KeyMax + 1]int
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mouseButtonDurations map[ebiten.MouseButton]int
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mouseButtonDurations [ebiten.MouseButtonMax + 1]int
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prevMouseButtonDurations map[ebiten.MouseButton]int
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prevMouseButtonDurations [ebiten.MouseButtonMax + 1]int
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gamepadIDs map[ebiten.GamepadID]struct{}
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gamepadStates map[ebiten.GamepadID]gamepadState
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prevGamepadIDs map[ebiten.GamepadID]struct{}
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prevGamepadStates map[ebiten.GamepadID]gamepadState
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gamepadButtonDurations map[ebiten.GamepadID][]int
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prevGamepadButtonDurations map[ebiten.GamepadID][]int
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standardGamepadButtonDurations map[ebiten.GamepadID][]int
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prevStandardGamepadButtonDurations map[ebiten.GamepadID][]int
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touchIDs map[ebiten.TouchID]struct{}
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touchIDs map[ebiten.TouchID]struct{}
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touchDurations map[ebiten.TouchID]int
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touchDurations map[ebiten.TouchID]int
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@ -57,20 +56,8 @@ type inputState struct {
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}
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}
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var theInputState = &inputState{
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var theInputState = &inputState{
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keyDurations: make([]int, ebiten.KeyMax+1),
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gamepadStates: map[ebiten.GamepadID]gamepadState{},
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prevKeyDurations: make([]int, ebiten.KeyMax+1),
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prevGamepadStates: map[ebiten.GamepadID]gamepadState{},
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mouseButtonDurations: map[ebiten.MouseButton]int{},
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prevMouseButtonDurations: map[ebiten.MouseButton]int{},
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gamepadIDs: map[ebiten.GamepadID]struct{}{},
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prevGamepadIDs: map[ebiten.GamepadID]struct{}{},
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gamepadButtonDurations: map[ebiten.GamepadID][]int{},
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prevGamepadButtonDurations: map[ebiten.GamepadID][]int{},
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standardGamepadButtonDurations: map[ebiten.GamepadID][]int{},
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prevStandardGamepadButtonDurations: map[ebiten.GamepadID][]int{},
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touchIDs: map[ebiten.TouchID]struct{}{},
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touchIDs: map[ebiten.TouchID]struct{}{},
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touchDurations: map[ebiten.TouchID]int{},
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touchDurations: map[ebiten.TouchID]int{},
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@ -91,109 +78,83 @@ func (i *inputState) update() {
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defer i.m.Unlock()
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defer i.m.Unlock()
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// Keyboard
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// Keyboard
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copy(i.prevKeyDurations, i.keyDurations)
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copy(i.prevKeyDurations[:], i.keyDurations[:])
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for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
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for idx := range i.keyDurations {
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if ebiten.IsKeyPressed(k) {
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if ebiten.IsKeyPressed(ebiten.Key(idx)) {
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i.keyDurations[k]++
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i.keyDurations[idx]++
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} else {
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} else {
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i.keyDurations[k] = 0
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i.keyDurations[idx] = 0
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}
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}
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}
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}
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// Mouse
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// Mouse
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for b := ebiten.MouseButton(0); b <= ebiten.MouseButtonMax; b++ {
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copy(i.prevMouseButtonDurations[:], i.mouseButtonDurations[:])
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i.prevMouseButtonDurations[b] = i.mouseButtonDurations[b]
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for idx := range i.mouseButtonDurations {
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if ebiten.IsMouseButtonPressed(b) {
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if ebiten.IsMouseButtonPressed(ebiten.MouseButton(idx)) {
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i.mouseButtonDurations[b]++
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i.mouseButtonDurations[idx]++
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} else {
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} else {
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i.mouseButtonDurations[b] = 0
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i.mouseButtonDurations[idx] = 0
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}
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}
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}
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}
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// Gamepads
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// Gamepads
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// Copy the gamepad IDs.
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// Copy the gamepad states.
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for id := range i.prevGamepadIDs {
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clear(i.prevGamepadStates)
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delete(i.prevGamepadIDs, id)
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for id, s := range i.gamepadStates {
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}
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i.prevGamepadStates[id] = s
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for id := range i.gamepadIDs {
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i.prevGamepadIDs[id] = struct{}{}
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}
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}
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// Copy the gamepad button durations.
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for id := range i.prevGamepadButtonDurations {
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delete(i.prevGamepadButtonDurations, id)
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}
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for id, ds := range i.gamepadButtonDurations {
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i.prevGamepadButtonDurations[id] = append([]int{}, ds...)
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}
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for id := range i.prevStandardGamepadButtonDurations {
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delete(i.prevStandardGamepadButtonDurations, id)
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}
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for id, ds := range i.standardGamepadButtonDurations {
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i.prevStandardGamepadButtonDurations[id] = append([]int{}, ds...)
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}
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for id := range i.gamepadIDs {
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delete(i.gamepadIDs, id)
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}
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i.gamepadIDsBuf = ebiten.AppendGamepadIDs(i.gamepadIDsBuf[:0])
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i.gamepadIDsBuf = ebiten.AppendGamepadIDs(i.gamepadIDsBuf[:0])
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for _, id := range i.gamepadIDsBuf {
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for _, id := range i.gamepadIDsBuf {
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i.gamepadIDs[id] = struct{}{}
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state := i.gamepadStates[id]
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if _, ok := i.gamepadButtonDurations[id]; !ok {
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for b := range i.gamepadStates[id].buttonDurations {
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i.gamepadButtonDurations[id] = make([]int, ebiten.GamepadButtonMax+1)
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if ebiten.IsGamepadButtonPressed(id, ebiten.GamepadButton(b)) {
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}
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state.buttonDurations[b]++
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for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
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if ebiten.IsGamepadButtonPressed(id, b) {
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i.gamepadButtonDurations[id][b]++
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} else {
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} else {
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i.gamepadButtonDurations[id][b] = 0
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state.buttonDurations[b] = 0
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}
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}
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}
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}
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if _, ok := i.standardGamepadButtonDurations[id]; !ok {
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for b := range i.gamepadStates[id].standardButtonDurations {
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i.standardGamepadButtonDurations[id] = make([]int, ebiten.StandardGamepadButtonMax+1)
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButton(b)) {
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}
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state.standardButtonDurations[b]++
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for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
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if ebiten.IsStandardGamepadButtonPressed(id, b) {
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i.standardGamepadButtonDurations[id][b]++
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} else {
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} else {
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i.standardGamepadButtonDurations[id][b] = 0
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state.standardButtonDurations[b] = 0
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}
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}
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}
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}
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i.gamepadStates[id] = state
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}
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}
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for id := range i.gamepadButtonDurations {
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if _, ok := i.gamepadIDs[id]; !ok {
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// Remove disconnected gamepads.
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delete(i.gamepadButtonDurations, id)
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for id := range i.gamepadStates {
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var found bool
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for _, id2 := range i.gamepadIDsBuf {
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if id == id2 {
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found = true
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break
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}
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}
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}
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}
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for id := range i.standardGamepadButtonDurations {
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if !found {
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if _, ok := i.gamepadIDs[id]; !ok {
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delete(i.gamepadStates, id)
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delete(i.standardGamepadButtonDurations, id)
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}
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}
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}
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}
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// Touches
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// Touches
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// Copy the touch durations and positions.
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// Copy the touch durations and positions.
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for id := range i.prevTouchDurations {
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clear(i.prevTouchPositions)
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delete(i.prevTouchDurations, id)
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}
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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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for id := range i.prevTouchPositions {
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clear(i.prevTouchPositions)
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delete(i.prevTouchPositions, id)
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}
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for id := range i.touchPositions {
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for id := range i.touchPositions {
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i.prevTouchPositions[id] = i.touchPositions[id]
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i.prevTouchPositions[id] = i.touchPositions[id]
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}
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}
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for id := range i.touchIDs {
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clear(i.touchIDs)
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delete(i.touchIDs, id)
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}
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i.touchIDsBuf = ebiten.AppendTouchIDs(i.touchIDsBuf[:0])
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i.touchIDsBuf = ebiten.AppendTouchIDs(i.touchIDsBuf[:0])
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for _, id := range i.touchIDsBuf {
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for _, id := range i.touchIDsBuf {
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i.touchIDs[id] = struct{}{}
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i.touchIDs[id] = struct{}{}
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@ -266,14 +227,14 @@ func AppendJustReleasedKeys(keys []ebiten.Key) []ebiten.Key {
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theInputState.m.RLock()
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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defer theInputState.m.RUnlock()
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for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
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for i := range theInputState.keyDurations {
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if theInputState.keyDurations[k] != 0 {
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if theInputState.keyDurations[i] != 0 {
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continue
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continue
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}
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}
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if theInputState.prevKeyDurations[k] == 0 {
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if theInputState.prevKeyDurations[i] == 0 {
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continue
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continue
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}
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}
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keys = append(keys, k)
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keys = append(keys, ebiten.Key(i))
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}
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}
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return keys
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return keys
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}
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}
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@ -296,9 +257,8 @@ func IsKeyJustPressed(key ebiten.Key) bool {
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// IsKeyJustReleased is concurrent safe.
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// IsKeyJustReleased is concurrent safe.
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func IsKeyJustReleased(key ebiten.Key) bool {
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func IsKeyJustReleased(key ebiten.Key) bool {
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theInputState.m.RLock()
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theInputState.m.RLock()
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r := theInputState.keyDurations[key] == 0 && theInputState.prevKeyDurations[key] > 0
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defer theInputState.m.RUnlock()
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theInputState.m.RUnlock()
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return theInputState.keyDurations[key] == 0 && theInputState.prevKeyDurations[key] > 0
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return r
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}
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}
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// KeyPressDuration returns how long the key is pressed in ticks (Update).
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// KeyPressDuration returns how long the key is pressed in ticks (Update).
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@ -308,9 +268,8 @@ func IsKeyJustReleased(key ebiten.Key) bool {
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// KeyPressDuration is concurrent safe.
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// KeyPressDuration is concurrent safe.
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func KeyPressDuration(key ebiten.Key) int {
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func KeyPressDuration(key ebiten.Key) int {
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theInputState.m.RLock()
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theInputState.m.RLock()
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s := theInputState.keyDurations[key]
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defer theInputState.m.RUnlock()
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theInputState.m.RUnlock()
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return theInputState.keyDurations[key]
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return s
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|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// IsMouseButtonJustPressed returns a boolean value indicating
|
|
|
|
// IsMouseButtonJustPressed returns a boolean value indicating
|
|
|
@ -331,10 +290,8 @@ func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
|
|
|
|
// IsMouseButtonJustReleased is concurrent safe.
|
|
|
|
// IsMouseButtonJustReleased is concurrent safe.
|
|
|
|
func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
|
|
|
|
func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
|
|
|
|
theInputState.m.RLock()
|
|
|
|
theInputState.m.RLock()
|
|
|
|
r := theInputState.mouseButtonDurations[button] == 0 &&
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
theInputState.prevMouseButtonDurations[button] > 0
|
|
|
|
return theInputState.mouseButtonDurations[button] == 0 && theInputState.prevMouseButtonDurations[button] > 0
|
|
|
|
theInputState.m.RUnlock()
|
|
|
|
|
|
|
|
return r
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// MouseButtonPressDuration returns how long the mouse button is pressed in ticks (Update).
|
|
|
|
// MouseButtonPressDuration returns how long the mouse button is pressed in ticks (Update).
|
|
|
@ -344,9 +301,8 @@ func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
|
|
|
|
// MouseButtonPressDuration is concurrent safe.
|
|
|
|
// MouseButtonPressDuration is concurrent safe.
|
|
|
|
func MouseButtonPressDuration(button ebiten.MouseButton) int {
|
|
|
|
func MouseButtonPressDuration(button ebiten.MouseButton) int {
|
|
|
|
theInputState.m.RLock()
|
|
|
|
theInputState.m.RLock()
|
|
|
|
s := theInputState.mouseButtonDurations[button]
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
theInputState.m.RUnlock()
|
|
|
|
return theInputState.mouseButtonDurations[button]
|
|
|
|
return s
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current tick to gamepadIDs,
|
|
|
|
// AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current tick to gamepadIDs,
|
|
|
@ -357,18 +313,17 @@ func MouseButtonPressDuration(button ebiten.MouseButton) int {
|
|
|
|
//
|
|
|
|
//
|
|
|
|
// AppendJustConnectedGamepadIDs is concurrent safe.
|
|
|
|
// AppendJustConnectedGamepadIDs is concurrent safe.
|
|
|
|
func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.GamepadID {
|
|
|
|
func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.GamepadID {
|
|
|
|
origLen := len(gamepadIDs)
|
|
|
|
|
|
|
|
theInputState.m.RLock()
|
|
|
|
theInputState.m.RLock()
|
|
|
|
for id := range theInputState.gamepadIDs {
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
if _, ok := theInputState.prevGamepadIDs[id]; !ok {
|
|
|
|
|
|
|
|
|
|
|
|
origLen := len(gamepadIDs)
|
|
|
|
|
|
|
|
for id := range theInputState.gamepadStates {
|
|
|
|
|
|
|
|
if _, ok := theInputState.prevGamepadStates[id]; !ok {
|
|
|
|
gamepadIDs = append(gamepadIDs, id)
|
|
|
|
gamepadIDs = append(gamepadIDs, id)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
theInputState.m.RUnlock()
|
|
|
|
|
|
|
|
s := gamepadIDs[origLen:]
|
|
|
|
slices.Sort(gamepadIDs[origLen:])
|
|
|
|
sort.Slice(s, func(a, b int) bool {
|
|
|
|
|
|
|
|
return s[a] < s[b]
|
|
|
|
|
|
|
|
})
|
|
|
|
|
|
|
|
return gamepadIDs
|
|
|
|
return gamepadIDs
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
@ -389,10 +344,11 @@ func JustConnectedGamepadIDs() []ebiten.GamepadID {
|
|
|
|
// IsGamepadJustDisconnected is concurrent safe.
|
|
|
|
// IsGamepadJustDisconnected is concurrent safe.
|
|
|
|
func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
|
|
|
|
func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
|
|
|
|
theInputState.m.RLock()
|
|
|
|
theInputState.m.RLock()
|
|
|
|
_, prev := theInputState.prevGamepadIDs[id]
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
_, current := theInputState.gamepadIDs[id]
|
|
|
|
|
|
|
|
theInputState.m.RUnlock()
|
|
|
|
_, current := theInputState.gamepadStates[id]
|
|
|
|
return prev && !current
|
|
|
|
_, prev := theInputState.prevGamepadStates[id]
|
|
|
|
|
|
|
|
return !current && prev
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// AppendPressedGamepadButtons append currently pressed gamepad buttons to buttons and returns the extended buffer.
|
|
|
|
// AppendPressedGamepadButtons append currently pressed gamepad buttons to buttons and returns the extended buffer.
|
|
|
@ -405,11 +361,12 @@ func AppendPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadBu
|
|
|
|
theInputState.m.RLock()
|
|
|
|
theInputState.m.RLock()
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
|
|
|
|
|
|
|
|
if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
|
|
|
|
state, ok := theInputState.gamepadStates[id]
|
|
|
|
|
|
|
|
if !ok {
|
|
|
|
return buttons
|
|
|
|
return buttons
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
for b, d := range theInputState.gamepadButtonDurations[id] {
|
|
|
|
for b, d := range state.buttonDurations {
|
|
|
|
if d == 0 {
|
|
|
|
if d == 0 {
|
|
|
|
continue
|
|
|
|
continue
|
|
|
|
}
|
|
|
|
}
|
|
|
@ -429,11 +386,12 @@ func AppendJustPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.Gamep
|
|
|
|
theInputState.m.RLock()
|
|
|
|
theInputState.m.RLock()
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
|
|
|
|
|
|
|
|
if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
|
|
|
|
state, ok := theInputState.gamepadStates[id]
|
|
|
|
|
|
|
|
if !ok {
|
|
|
|
return buttons
|
|
|
|
return buttons
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
for b, d := range theInputState.gamepadButtonDurations[id] {
|
|
|
|
for b, d := range state.buttonDurations {
|
|
|
|
if d != 1 {
|
|
|
|
if d != 1 {
|
|
|
|
continue
|
|
|
|
continue
|
|
|
|
}
|
|
|
|
}
|
|
|
@ -453,23 +411,23 @@ func AppendJustReleasedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.Game
|
|
|
|
theInputState.m.RLock()
|
|
|
|
theInputState.m.RLock()
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
|
|
|
|
|
|
|
|
if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
|
|
|
|
state, ok := theInputState.gamepadStates[id]
|
|
|
|
|
|
|
|
if !ok {
|
|
|
|
return buttons
|
|
|
|
return buttons
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if _, ok := theInputState.prevGamepadButtonDurations[id]; !ok {
|
|
|
|
prevState, ok := theInputState.prevGamepadStates[id]
|
|
|
|
|
|
|
|
if !ok {
|
|
|
|
return buttons
|
|
|
|
return buttons
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
|
|
|
|
for b := range state.buttonDurations {
|
|
|
|
if theInputState.gamepadButtonDurations[id][b] == 0 {
|
|
|
|
if state.buttonDurations[b] != 0 {
|
|
|
|
continue
|
|
|
|
continue
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if prevState.buttonDurations[b] == 0 {
|
|
|
|
if theInputState.prevGamepadButtonDurations[id][b] > 0 {
|
|
|
|
|
|
|
|
continue
|
|
|
|
continue
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
buttons = append(buttons, ebiten.GamepadButton(b))
|
|
|
|
buttons = append(buttons, b)
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return buttons
|
|
|
|
return buttons
|
|
|
@ -493,16 +451,18 @@ func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton
|
|
|
|
// IsGamepadButtonJustReleased is concurrent safe.
|
|
|
|
// IsGamepadButtonJustReleased is concurrent safe.
|
|
|
|
func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
|
|
|
|
func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
|
|
|
|
theInputState.m.RLock()
|
|
|
|
theInputState.m.RLock()
|
|
|
|
prev := 0
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
if _, ok := theInputState.prevGamepadButtonDurations[id]; ok {
|
|
|
|
|
|
|
|
prev = theInputState.prevGamepadButtonDurations[id][button]
|
|
|
|
state, ok := theInputState.gamepadStates[id]
|
|
|
|
|
|
|
|
if !ok {
|
|
|
|
|
|
|
|
return false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
current := 0
|
|
|
|
prevState, ok := theInputState.prevGamepadStates[id]
|
|
|
|
if _, ok := theInputState.gamepadButtonDurations[id]; ok {
|
|
|
|
if !ok {
|
|
|
|
current = theInputState.gamepadButtonDurations[id][button]
|
|
|
|
return false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
theInputState.m.RUnlock()
|
|
|
|
|
|
|
|
return current == 0 && prev > 0
|
|
|
|
return state.buttonDurations[button] == 0 && prevState.buttonDurations[button] > 0
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in ticks (Update).
|
|
|
|
// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in ticks (Update).
|
|
|
@ -512,12 +472,14 @@ func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButto
|
|
|
|
// GamepadButtonPressDuration is concurrent safe.
|
|
|
|
// GamepadButtonPressDuration is concurrent safe.
|
|
|
|
func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int {
|
|
|
|
func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int {
|
|
|
|
theInputState.m.RLock()
|
|
|
|
theInputState.m.RLock()
|
|
|
|
s := 0
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
if _, ok := theInputState.gamepadButtonDurations[id]; ok {
|
|
|
|
|
|
|
|
s = theInputState.gamepadButtonDurations[id][button]
|
|
|
|
state, ok := theInputState.gamepadStates[id]
|
|
|
|
|
|
|
|
if !ok {
|
|
|
|
|
|
|
|
return 0
|
|
|
|
}
|
|
|
|
}
|
|
|
|
theInputState.m.RUnlock()
|
|
|
|
|
|
|
|
return s
|
|
|
|
return state.buttonDurations[button]
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// AppendPressedStandardGamepadButtons append currently pressed standard gamepad buttons to buttons and returns the extended buffer.
|
|
|
|
// AppendPressedStandardGamepadButtons append currently pressed standard gamepad buttons to buttons and returns the extended buffer.
|
|
|
@ -530,15 +492,16 @@ func AppendPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.S
|
|
|
|
theInputState.m.RLock()
|
|
|
|
theInputState.m.RLock()
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
|
|
|
|
|
|
|
|
if _, ok := theInputState.standardGamepadButtonDurations[id]; !ok {
|
|
|
|
state, ok := theInputState.gamepadStates[id]
|
|
|
|
|
|
|
|
if !ok {
|
|
|
|
return buttons
|
|
|
|
return buttons
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
for b, d := range theInputState.standardGamepadButtonDurations[id] {
|
|
|
|
for i, d := range state.standardButtonDurations {
|
|
|
|
if d == 0 {
|
|
|
|
if d == 0 {
|
|
|
|
continue
|
|
|
|
continue
|
|
|
|
}
|
|
|
|
}
|
|
|
|
buttons = append(buttons, ebiten.StandardGamepadButton(b))
|
|
|
|
buttons = append(buttons, ebiten.StandardGamepadButton(i))
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return buttons
|
|
|
|
return buttons
|
|
|
@ -554,11 +517,12 @@ func AppendJustPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebit
|
|
|
|
theInputState.m.RLock()
|
|
|
|
theInputState.m.RLock()
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
|
|
|
|
|
|
|
|
if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
|
|
|
|
state, ok := theInputState.gamepadStates[id]
|
|
|
|
|
|
|
|
if !ok {
|
|
|
|
return buttons
|
|
|
|
return buttons
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
for b, d := range theInputState.standardGamepadButtonDurations[id] {
|
|
|
|
for b, d := range state.standardButtonDurations {
|
|
|
|
if d != 1 {
|
|
|
|
if d != 1 {
|
|
|
|
continue
|
|
|
|
continue
|
|
|
|
}
|
|
|
|
}
|
|
|
@ -578,23 +542,23 @@ func AppendJustReleasedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebi
|
|
|
|
theInputState.m.RLock()
|
|
|
|
theInputState.m.RLock()
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
defer theInputState.m.RUnlock()
|
|
|
|
|
|
|
|
|
|
|
|
if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
|
|
|
|
state, ok := theInputState.gamepadStates[id]
|
|
|
|
|
|
|
|
if !ok {
|
|
|
|
return buttons
|
|
|
|
return buttons
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if _, ok := theInputState.prevGamepadButtonDurations[id]; !ok {
|
|
|
|
prevState, ok := theInputState.prevGamepadStates[id]
|
|
|
|
|
|
|
|
if !ok {
|
|
|
|
return buttons
|
|
|
|
return buttons
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
|
|
|
|
for b := range state.standardButtonDurations {
|
|
|
|
if theInputState.standardGamepadButtonDurations[id][b] == 0 {
|
|
|
|
if state.standardButtonDurations[b] != 0 {
|
|
|
|
continue
|
|
|
|
continue
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if prevState.standardButtonDurations[b] == 0 {
|
|
|
|
if theInputState.prevStandardGamepadButtonDurations[id][b] > 0 {
|
|
|
|
|
|
|
|
continue
|
|
|
|
continue
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
buttons = append(buttons, ebiten.StandardGamepadButton(b))
|
|
|
|
buttons = append(buttons, b)
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return buttons
|
|
|
|
return buttons
|
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@ -620,15 +584,16 @@ func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.Stan
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theInputState.m.RLock()
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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defer theInputState.m.RUnlock()
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var prev int
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state, ok := theInputState.gamepadStates[id]
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if _, ok := theInputState.prevStandardGamepadButtonDurations[id]; ok {
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if !ok {
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prev = theInputState.prevStandardGamepadButtonDurations[id][button]
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return false
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}
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}
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var current int
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prevState, ok := theInputState.prevGamepadStates[id]
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if _, ok := theInputState.standardGamepadButtonDurations[id]; ok {
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if !ok {
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current = theInputState.standardGamepadButtonDurations[id][button]
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return false
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}
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}
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return current == 0 && prev > 0
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return state.standardButtonDurations[button] == 0 && prevState.standardButtonDurations[button] > 0
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}
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}
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// StandardGamepadButtonPressDuration returns how long the standard gamepad button of the gamepad id is pressed in ticks (Update).
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// StandardGamepadButtonPressDuration returns how long the standard gamepad button of the gamepad id is pressed in ticks (Update).
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@ -640,12 +605,14 @@ func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.Stand
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theInputState.m.RLock()
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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defer theInputState.m.RUnlock()
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if _, ok := theInputState.standardGamepadButtonDurations[id]; ok {
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state, ok := theInputState.gamepadStates[id]
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return theInputState.standardGamepadButtonDurations[id][button]
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if !ok {
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}
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return 0
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return 0
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}
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}
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return state.standardButtonDurations[button]
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}
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// AppendJustPressedTouchIDs append touch IDs that are created just in the current tick to touchIDs,
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// AppendJustPressedTouchIDs append touch IDs that are created just in the current tick to touchIDs,
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// and returns the extended buffer.
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// and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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// Giving a slice that already has enough capacity works efficiently.
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@ -664,11 +631,7 @@ func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
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}
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}
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}
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}
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s := touchIDs[origLen:]
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slices.Sort(touchIDs[origLen:])
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sort.Slice(s, func(a, b int) bool {
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return s[a] < s[b]
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})
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return touchIDs
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return touchIDs
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}
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}
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@ -699,11 +662,7 @@ func AppendJustReleasedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
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}
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}
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}
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}
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s := touchIDs[origLen:]
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slices.Sort(touchIDs[origLen:])
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sort.Slice(s, func(a, b int) bool {
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return s[a] < s[b]
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})
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return touchIDs
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return touchIDs
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}
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}
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@ -727,9 +686,8 @@ func IsTouchJustReleased(id ebiten.TouchID) bool {
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// TouchPressDuration is concurrent safe.
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// TouchPressDuration is concurrent safe.
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func TouchPressDuration(id ebiten.TouchID) 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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defer theInputState.m.RUnlock()
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theInputState.m.RUnlock()
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return theInputState.touchDurations[id]
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return s
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}
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}
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// TouchPositionInPreviousTick returns the position in the previous tick.
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// TouchPositionInPreviousTick returns the position in the previous tick.
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