// 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. package ebiten import ( "io/fs" "sync" "github.com/hajimehoshi/ebiten/v2/internal/gamepad" "github.com/hajimehoshi/ebiten/v2/internal/gamepaddb" "github.com/hajimehoshi/ebiten/v2/internal/ui" ) // AppendInputChars appends "printable" runes, read from the keyboard at the time Update is called, to runes, // and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendInputChars represents the environment's locale-dependent translation of keyboard // input to Unicode characters. On the other hand, Key represents a physical key of US keyboard layout // // "Control" and modifier keys should be handled with IsKeyPressed. // // AppendInputChars is concurrent-safe. // // On Android (ebitenmobile), EbitenView must be focusable to enable to handle keyboard keys. func AppendInputChars(runes []rune) []rune { return theInputState.appendInputChars(runes) } // InputChars return "printable" runes read from the keyboard at the time Update is called. // // Deprecated: as of v2.2. Use AppendInputChars instead. func InputChars() []rune { return AppendInputChars(nil) } // IsKeyPressed returns a boolean indicating whether key is pressed. // // If you want to know whether the key started being pressed in the current tick, // use inpututil.IsKeyJustPressed // // Note that a Key represents a physical key of US keyboard layout. // For example, KeyQ represents Q key on US keyboards and ' (quote) key on Dvorak keyboards. // // IsKeyPressed is concurrent-safe. // // On Android (ebitenmobile), EbitenView must be focusable to enable to handle keyboard keys. func IsKeyPressed(key Key) bool { return theInputState.isKeyPressed(key) } // KeyName returns a key name for the current keyboard layout. // For example, KeyName(KeyQ) returns 'q' for a QWERTY keyboard, and returns 'a' for an AZERTY keyboard. // // KeyName returns an empty string if 1) the key doesn't have a physical key name, 2) the platform doesn't support KeyName, // or 3) the main loop doesn't start yet. // // KeyName is supported by desktops and browsers. // // KeyName is concurrent-safe. func KeyName(key Key) string { return ui.Get().KeyName(ui.Key(key)) } // CursorPosition returns a position of a mouse cursor relative to the game screen (window). The cursor position is // 'logical' position and this considers the scale of the screen. // // CursorPosition returns (0, 0) before the main loop on desktops and browsers. // // CursorPosition always returns (0, 0) on mobile native applications. // // CursorPosition is concurrent-safe. func CursorPosition() (x, y int) { cx, cy := theInputState.cursorPosition() return int(cx), int(cy) } // Wheel returns x and y offsets of the mouse wheel or touchpad scroll. // It returns 0 if the wheel isn't being rolled. // // Wheel is concurrent-safe. func Wheel() (xoff, yoff float64) { return theInputState.wheel() } // IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed. // // If you want to know whether the mouseButton started being pressed in the current tick, // use inpututil.IsMouseButtonJustPressed // // IsMouseButtonPressed is concurrent-safe. func IsMouseButtonPressed(mouseButton MouseButton) bool { return theInputState.isMouseButtonPressed(mouseButton) } // GamepadID represents a gamepad identifier. type GamepadID = gamepad.ID // GamepadSDLID returns a string with the GUID generated in the same way as SDL. // To detect devices, see also the community project of gamepad devices database: https://github.com/gabomdq/SDL_GameControllerDB // // GamepadSDLID always returns an empty string on browsers and mobiles. // // GamepadSDLID is concurrent-safe. func GamepadSDLID(id GamepadID) string { g := gamepad.Get(id) if g == nil { return "" } return g.SDLID() } // GamepadName returns a string with the name. // This function may vary in how it returns descriptions for the same device across platforms. // for example the following drivers/platforms see an Xbox One controller as the following: // // - Windows: "Xbox Controller" // - Chrome: "Xbox 360 Controller (XInput STANDARD GAMEPAD)" // - Firefox: "xinput" // // GamepadName is concurrent-safe. func GamepadName(id GamepadID) string { g := gamepad.Get(id) if g == nil { return "" } return g.Name() } // AppendGamepadIDs appends available gamepad IDs to gamepadIDs, and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendGamepadIDs is concurrent-safe. func AppendGamepadIDs(gamepadIDs []GamepadID) []GamepadID { return gamepad.AppendGamepadIDs(gamepadIDs) } // GamepadIDs returns a slice indicating available gamepad IDs. // // Deprecated: as of v2.2. Use AppendGamepadIDs instead. func GamepadIDs() []GamepadID { return AppendGamepadIDs(nil) } // GamepadAxisCount returns the number of axes of the gamepad (id). // // GamepadAxisCount is concurrent-safe. func GamepadAxisCount(id GamepadID) int { g := gamepad.Get(id) if g == nil { return 0 } return g.AxisCount() } // GamepadAxisNum returns the number of axes of the gamepad (id). // // Deprecated: as of v2.4. Use GamepadAxisCount instead. func GamepadAxisNum(id GamepadID) int { return GamepadAxisCount(id) } // GamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis). // // GamepadAxisValue is concurrent-safe. func GamepadAxisValue(id GamepadID, axis GamepadAxisType) float64 { g := gamepad.Get(id) if g == nil { return 0 } return g.Axis(int(axis)) } // GamepadAxis returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis). // // Deprecated: as of v2.2. Use GamepadAxisValue instead. func GamepadAxis(id GamepadID, axis GamepadAxisType) float64 { return GamepadAxisValue(id, axis) } // GamepadButtonCount returns the number of the buttons of the given gamepad (id). // // GamepadButtonCount is concurrent-safe. func GamepadButtonCount(id GamepadID) int { g := gamepad.Get(id) if g == nil { return 0 } // For backward compatibility, hats are treated as buttons in GLFW. return g.ButtonCount() + g.HatCount()*4 } // GamepadButtonNum returns the number of the buttons of the given gamepad (id). // // Deprecated: as of v2.4. Use GamepadButtonCount instead. func GamepadButtonNum(id GamepadID) int { return GamepadButtonCount(id) } // IsGamepadButtonPressed reports whether the given button of the gamepad (id) is pressed or not. // // If you want to know whether the given button of gamepad (id) started being pressed in the current tick, // use inpututil.IsGamepadButtonJustPressed // // IsGamepadButtonPressed is concurrent-safe. // // The relationships between physical buttons and button IDs depend on environments. // There can be differences even between Chrome and Firefox. func IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool { g := gamepad.Get(id) if g == nil { return false } nbuttons := g.ButtonCount() if int(button) < nbuttons { return g.Button(int(button)) } // For backward compatibility, hats are treated as buttons in GLFW. if hat := (int(button) - nbuttons) / 4; hat < g.HatCount() { dir := (int(button) - nbuttons) % 4 return g.Hat(hat)&(1<