// Copyright 2018 The Ebiten 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 inpututil provides utility functions of input like keyboard or mouse. package inpututil import ( "slices" "sync" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/internal/hook" ) type pos struct { x int y int } type gamepadState struct { buttonDurations [ebiten.GamepadButtonMax + 1]int standardButtonDurations [ebiten.StandardGamepadButtonMax + 1]int } type inputState struct { keyDurations [ebiten.KeyMax + 1]int prevKeyDurations [ebiten.KeyMax + 1]int mouseButtonDurations [ebiten.MouseButtonMax + 1]int prevMouseButtonDurations [ebiten.MouseButtonMax + 1]int gamepadStates map[ebiten.GamepadID]gamepadState prevGamepadStates map[ebiten.GamepadID]gamepadState touchIDs map[ebiten.TouchID]struct{} touchDurations map[ebiten.TouchID]int touchPositions map[ebiten.TouchID]pos prevTouchDurations map[ebiten.TouchID]int prevTouchPositions map[ebiten.TouchID]pos gamepadIDsBuf []ebiten.GamepadID touchIDsBuf []ebiten.TouchID m sync.RWMutex } var theInputState = &inputState{ gamepadStates: map[ebiten.GamepadID]gamepadState{}, prevGamepadStates: map[ebiten.GamepadID]gamepadState{}, touchIDs: map[ebiten.TouchID]struct{}{}, touchDurations: map[ebiten.TouchID]int{}, touchPositions: map[ebiten.TouchID]pos{}, prevTouchDurations: map[ebiten.TouchID]int{}, prevTouchPositions: map[ebiten.TouchID]pos{}, } func init() { hook.AppendHookOnBeforeUpdate(func() error { theInputState.update() return nil }) } func (i *inputState) update() { i.m.Lock() defer i.m.Unlock() // Keyboard copy(i.prevKeyDurations[:], i.keyDurations[:]) for idx := range i.keyDurations { if ebiten.IsKeyPressed(ebiten.Key(idx)) { i.keyDurations[idx]++ } else { i.keyDurations[idx] = 0 } } // Mouse copy(i.prevMouseButtonDurations[:], i.mouseButtonDurations[:]) for idx := range i.mouseButtonDurations { if ebiten.IsMouseButtonPressed(ebiten.MouseButton(idx)) { i.mouseButtonDurations[idx]++ } else { i.mouseButtonDurations[idx] = 0 } } // Gamepads // Copy the gamepad states. clear(i.prevGamepadStates) for id, s := range i.gamepadStates { i.prevGamepadStates[id] = s } i.gamepadIDsBuf = ebiten.AppendGamepadIDs(i.gamepadIDsBuf[:0]) for _, id := range i.gamepadIDsBuf { state := i.gamepadStates[id] for b := range i.gamepadStates[id].buttonDurations { if ebiten.IsGamepadButtonPressed(id, ebiten.GamepadButton(b)) { state.buttonDurations[b]++ } else { state.buttonDurations[b] = 0 } } for b := range i.gamepadStates[id].standardButtonDurations { if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButton(b)) { state.standardButtonDurations[b]++ } else { state.standardButtonDurations[b] = 0 } } i.gamepadStates[id] = state } // Remove disconnected gamepads. for id := range i.gamepadStates { var found bool for _, id2 := range i.gamepadIDsBuf { if id == id2 { found = true break } } if !found { delete(i.gamepadStates, id) } } // Touches // Copy the touch durations and positions. clear(i.prevTouchPositions) for id := range i.touchDurations { i.prevTouchDurations[id] = i.touchDurations[id] } clear(i.prevTouchPositions) for id := range i.touchPositions { i.prevTouchPositions[id] = i.touchPositions[id] } clear(i.touchIDs) i.touchIDsBuf = ebiten.AppendTouchIDs(i.touchIDsBuf[:0]) for _, id := range i.touchIDsBuf { i.touchIDs[id] = struct{}{} i.touchDurations[id]++ x, y := ebiten.TouchPosition(id) i.touchPositions[id] = pos{x: x, y: y} } for id := range i.touchDurations { if _, ok := i.touchIDs[id]; !ok { delete(i.touchDurations, id) delete(i.touchPositions, id) } } } // AppendPressedKeys append currently pressed keyboard keys to keys and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendPressedKeys must be called in a game's Update, not Draw. // // AppendPressedKeys is concurrent safe. func AppendPressedKeys(keys []ebiten.Key) []ebiten.Key { theInputState.m.RLock() defer theInputState.m.RUnlock() for i, d := range theInputState.keyDurations { if d == 0 { continue } keys = append(keys, ebiten.Key(i)) } return keys } // PressedKeys returns a set of currently pressed keyboard keys. // // PressedKeys must be called in a game's Update, not Draw. // // Deprecated: as of v2.2. Use AppendPressedKeys instead. func PressedKeys() []ebiten.Key { return AppendPressedKeys(nil) } // AppendJustPressedKeys append just pressed keyboard keys to keys and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendJustPressedKeys must be called in a game's Update, not Draw. // // AppendJustPressedKeys is concurrent safe. func AppendJustPressedKeys(keys []ebiten.Key) []ebiten.Key { theInputState.m.RLock() defer theInputState.m.RUnlock() for i, d := range theInputState.keyDurations { if d != 1 { continue } keys = append(keys, ebiten.Key(i)) } return keys } // AppendJustReleasedKeys append just released keyboard keys to keys and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendJustReleasedKeys must be called in a game's Update, not Draw. // // AppendJustReleasedKeys is concurrent safe. func AppendJustReleasedKeys(keys []ebiten.Key) []ebiten.Key { theInputState.m.RLock() defer theInputState.m.RUnlock() for i := range theInputState.keyDurations { if theInputState.keyDurations[i] != 0 { continue } if theInputState.prevKeyDurations[i] == 0 { continue } keys = append(keys, ebiten.Key(i)) } return keys } // IsKeyJustPressed returns a boolean value indicating // whether the given key is pressed just in the current tick. // // IsKeyJustPressed must be called in a game's Update, not Draw. // // IsKeyJustPressed is concurrent safe. func IsKeyJustPressed(key ebiten.Key) bool { return KeyPressDuration(key) == 1 } // IsKeyJustReleased returns a boolean value indicating // whether the given key is released just in the current tick. // // IsKeyJustReleased must be called in a game's Update, not Draw. // // IsKeyJustReleased is concurrent safe. func IsKeyJustReleased(key ebiten.Key) bool { theInputState.m.RLock() defer theInputState.m.RUnlock() return theInputState.keyDurations[key] == 0 && theInputState.prevKeyDurations[key] > 0 } // KeyPressDuration returns how long the key is pressed in ticks (Update). // // KeyPressDuration must be called in a game's Update, not Draw. // // KeyPressDuration is concurrent safe. func KeyPressDuration(key ebiten.Key) int { theInputState.m.RLock() defer theInputState.m.RUnlock() return theInputState.keyDurations[key] } // IsMouseButtonJustPressed returns a boolean value indicating // whether the given mouse button is pressed just in the current tick. // // IsMouseButtonJustPressed must be called in a game's Update, not Draw. // // IsMouseButtonJustPressed is concurrent safe. func IsMouseButtonJustPressed(button ebiten.MouseButton) bool { return MouseButtonPressDuration(button) == 1 } // IsMouseButtonJustReleased returns a boolean value indicating // whether the given mouse button is released just in the current tick. // // IsMouseButtonJustReleased must be called in a game's Update, not Draw. // // IsMouseButtonJustReleased is concurrent safe. func IsMouseButtonJustReleased(button ebiten.MouseButton) bool { theInputState.m.RLock() defer theInputState.m.RUnlock() return theInputState.mouseButtonDurations[button] == 0 && theInputState.prevMouseButtonDurations[button] > 0 } // MouseButtonPressDuration returns how long the mouse button is pressed in ticks (Update). // // MouseButtonPressDuration must be called in a game's Update, not Draw. // // MouseButtonPressDuration is concurrent safe. func MouseButtonPressDuration(button ebiten.MouseButton) int { theInputState.m.RLock() defer theInputState.m.RUnlock() return theInputState.mouseButtonDurations[button] } // AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current tick to gamepadIDs, // and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendJustConnectedGamepadIDs must be called in a game's Update, not Draw. // // AppendJustConnectedGamepadIDs is concurrent safe. func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.GamepadID { theInputState.m.RLock() defer theInputState.m.RUnlock() origLen := len(gamepadIDs) for id := range theInputState.gamepadStates { if _, ok := theInputState.prevGamepadStates[id]; !ok { gamepadIDs = append(gamepadIDs, id) } } slices.Sort(gamepadIDs[origLen:]) return gamepadIDs } // JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current tick. // // JustConnectedGamepadIDs must be called in a game's Update, not Draw. // // Deprecated: as of v2.2. Use AppendJustConnectedGamepadIDs instead. func JustConnectedGamepadIDs() []ebiten.GamepadID { return AppendJustConnectedGamepadIDs(nil) } // IsGamepadJustDisconnected returns a boolean value indicating // whether the gamepad of the given id is released just in the current tick. // // IsGamepadJustDisconnected must be called in a game's Update, not Draw. // // IsGamepadJustDisconnected is concurrent safe. func IsGamepadJustDisconnected(id ebiten.GamepadID) bool { theInputState.m.RLock() defer theInputState.m.RUnlock() _, current := theInputState.gamepadStates[id] _, prev := theInputState.prevGamepadStates[id] return !current && prev } // AppendPressedGamepadButtons append currently pressed gamepad buttons to buttons and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendPressedGamepadButtons must be called in a game's Update, not Draw. // // AppendPressedGamepadButtons is concurrent safe. func AppendPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton { theInputState.m.RLock() defer theInputState.m.RUnlock() state, ok := theInputState.gamepadStates[id] if !ok { return buttons } for b, d := range state.buttonDurations { if d == 0 { continue } buttons = append(buttons, ebiten.GamepadButton(b)) } return buttons } // AppendJustPressedGamepadButtons append just pressed gamepad buttons to buttons and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendJustPressedGamepadButtons must be called in a game's Update, not Draw. // // AppendJustPressedGamepadButtons is concurrent safe. func AppendJustPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton { theInputState.m.RLock() defer theInputState.m.RUnlock() state, ok := theInputState.gamepadStates[id] if !ok { return buttons } for b, d := range state.buttonDurations { if d != 1 { continue } buttons = append(buttons, ebiten.GamepadButton(b)) } return buttons } // AppendJustReleasedGamepadButtons append just released gamepad buttons to buttons and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendJustReleasedGamepadButtons must be called in a game's Update, not Draw. // // AppendJustReleasedGamepadButtons is concurrent safe. func AppendJustReleasedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton { theInputState.m.RLock() defer theInputState.m.RUnlock() state, ok := theInputState.gamepadStates[id] if !ok { return buttons } prevState, ok := theInputState.prevGamepadStates[id] if !ok { return buttons } for b := range state.buttonDurations { if state.buttonDurations[b] != 0 { continue } if prevState.buttonDurations[b] == 0 { continue } buttons = append(buttons, ebiten.GamepadButton(b)) } return buttons } // IsGamepadButtonJustPressed returns a boolean value indicating // whether the given gamepad button of the gamepad id is pressed just in the current tick. // // IsGamepadButtonJustPressed must be called in a game's Update, not Draw. // // IsGamepadButtonJustPressed is concurrent safe. func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton) bool { return GamepadButtonPressDuration(id, button) == 1 } // IsGamepadButtonJustReleased returns a boolean value indicating // whether the given gamepad button of the gamepad id is released just in the current tick. // // IsGamepadButtonJustReleased must be called in a game's Update, not Draw. // // IsGamepadButtonJustReleased is concurrent safe. func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool { theInputState.m.RLock() defer theInputState.m.RUnlock() state, ok := theInputState.gamepadStates[id] if !ok { return false } prevState, ok := theInputState.prevGamepadStates[id] if !ok { return false } 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 must be called in a game's Update, not Draw. // // GamepadButtonPressDuration is concurrent safe. func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int { theInputState.m.RLock() defer theInputState.m.RUnlock() state, ok := theInputState.gamepadStates[id] if !ok { return 0 } return state.buttonDurations[button] } // AppendPressedStandardGamepadButtons append currently pressed standard gamepad buttons to buttons and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendPressedStandardGamepadButtons must be called in a game's Update, not Draw. // // AppendPressedStandardGamepadButtons is concurrent safe. func AppendPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton { theInputState.m.RLock() defer theInputState.m.RUnlock() state, ok := theInputState.gamepadStates[id] if !ok { return buttons } for i, d := range state.standardButtonDurations { if d == 0 { continue } buttons = append(buttons, ebiten.StandardGamepadButton(i)) } return buttons } // AppendJustPressedStandardGamepadButtons append just pressed standard gamepad buttons to buttons and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendJustPressedStandardGamepadButtons must be called in a game's Update, not Draw. // // AppendJustPressedStandardGamepadButtons is concurrent safe. func AppendJustPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton { theInputState.m.RLock() defer theInputState.m.RUnlock() state, ok := theInputState.gamepadStates[id] if !ok { return buttons } for b, d := range state.standardButtonDurations { if d != 1 { continue } buttons = append(buttons, ebiten.StandardGamepadButton(b)) } return buttons } // AppendJustReleasedStandardGamepadButtons append just released standard gamepad buttons to buttons and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendJustReleasedStandardGamepadButtons must be called in a game's Update, not Draw. // // AppendJustReleasedStandardGamepadButtons is concurrent safe. func AppendJustReleasedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton { theInputState.m.RLock() defer theInputState.m.RUnlock() state, ok := theInputState.gamepadStates[id] if !ok { return buttons } prevState, ok := theInputState.prevGamepadStates[id] if !ok { return buttons } for b := range state.standardButtonDurations { if state.standardButtonDurations[b] != 0 { continue } if prevState.standardButtonDurations[b] == 0 { continue } buttons = append(buttons, ebiten.StandardGamepadButton(b)) } return buttons } // IsStandardGamepadButtonJustPressed returns a boolean value indicating // whether the given standard gamepad button of the gamepad id is pressed just in the current tick. // // IsStandardGamepadButtonJustPressed must be called in a game's Update, not Draw. // // IsStandardGamepadButtonJustPressed is concurrent safe. func IsStandardGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool { return StandardGamepadButtonPressDuration(id, button) == 1 } // IsStandardGamepadButtonJustReleased returns a boolean value indicating // whether the given standard gamepad button of the gamepad id is released just in the current tick. // // IsStandardGamepadButtonJustReleased must be called in a game's Update, not Draw. // // IsStandardGamepadButtonJustReleased is concurrent safe. func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool { theInputState.m.RLock() defer theInputState.m.RUnlock() state, ok := theInputState.gamepadStates[id] if !ok { return false } prevState, ok := theInputState.prevGamepadStates[id] if !ok { return false } return state.standardButtonDurations[button] == 0 && prevState.standardButtonDurations[button] > 0 } // StandardGamepadButtonPressDuration returns how long the standard gamepad button of the gamepad id is pressed in ticks (Update). // // StandardGamepadButtonPressDuration must be called in a game's Update, not Draw. // // StandardGamepadButtonPressDuration is concurrent safe. func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.StandardGamepadButton) int { theInputState.m.RLock() defer theInputState.m.RUnlock() state, ok := theInputState.gamepadStates[id] if !ok { return 0 } return state.standardButtonDurations[button] } // AppendJustPressedTouchIDs append touch IDs that are created just in the current tick to touchIDs, // and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendJustPressedTouchIDs must be called in a game's Update, not Draw. // // AppendJustPressedTouchIDs is concurrent safe. func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID { theInputState.m.RLock() defer theInputState.m.RUnlock() origLen := len(touchIDs) for id, s := range theInputState.touchDurations { if s == 1 { touchIDs = append(touchIDs, id) } } slices.Sort(touchIDs[origLen:]) return touchIDs } // JustPressedTouchIDs returns touch IDs that are created just in the current tick. // // JustPressedTouchIDs must be called in a game's Update, not Draw. // // Deprecated: as of v2.2. Use AppendJustPressedTouchIDs instead. func JustPressedTouchIDs() []ebiten.TouchID { return AppendJustPressedTouchIDs(nil) } // AppendJustReleasedTouchIDs append touch IDs that are released just in the current tick to touchIDs, // and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendJustReleasedTouchIDs must be called in a game's Update, not Draw. // // AppendJustReleasedTouchIDs is concurrent safe. func AppendJustReleasedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID { theInputState.m.RLock() defer theInputState.m.RUnlock() origLen := len(touchIDs) for id := range theInputState.prevTouchDurations { if theInputState.touchDurations[id] == 0 && theInputState.prevTouchDurations[id] > 0 { touchIDs = append(touchIDs, id) } } slices.Sort(touchIDs[origLen:]) return touchIDs } // IsTouchJustReleased returns a boolean value indicating // whether the given touch is released just in the current tick. // // IsTouchJustReleased must be called in a game's Update, not Draw. // // IsTouchJustReleased is concurrent safe. func IsTouchJustReleased(id ebiten.TouchID) bool { theInputState.m.RLock() defer theInputState.m.RUnlock() return theInputState.touchDurations[id] == 0 && theInputState.prevTouchDurations[id] > 0 } // TouchPressDuration returns how long the touch remains in ticks (Update). // // TouchPressDuration must be called in a game's Update, not Draw. // // TouchPressDuration is concurrent safe. func TouchPressDuration(id ebiten.TouchID) int { theInputState.m.RLock() defer theInputState.m.RUnlock() return theInputState.touchDurations[id] } // TouchPositionInPreviousTick returns the position in the previous tick. // If the touch is a just-released touch, TouchPositionInPreviousTick returns the last position of the touch. // // TouchPositionInPreviousTick must be called in a game's Update, not Draw. // // TouchJustReleasedPosition is concurrent safe. func TouchPositionInPreviousTick(id ebiten.TouchID) (int, int) { theInputState.m.RLock() defer theInputState.m.RUnlock() p := theInputState.prevTouchPositions[id] return p.x, p.y }