// 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. //go:build !android && !ios && !js && !ebitencbackend // +build !android,!ios,!js,!ebitencbackend 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) 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) IsKeyPressed(key Key) bool { if !i.ui.isRunning() { return false } i.ui.m.Lock() defer i.ui.m.Unlock() if i.keyPressed == nil { i.keyPressed = map[glfw.Key]bool{} } gk, ok := uiKeyToGLFWKey[key] return ok && i.keyPressed[gk] } 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: MouseButtonLeft, glfw.MouseButtonRight: MouseButtonRight, glfw.MouseButtonMiddle: MouseButtonMiddle, } // update must be called from the main thread. func (i *Input) update(window *glfw.Window, context *contextImpl) 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) { // As this function is called from GLFW callbacks, the current thread is main. if !unicode.IsPrint(char) { return } 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{} } for gk := range glfwKeyToUIKey { i.keyPressed[gk] = window.GetKey(gk) == 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() // 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) // AdjustPosition can return NaN at the initialization. if !math.IsNaN(cx) && !math.IsNaN(cy) { i.cursorX, i.cursorY = int(cx), int(cy) } gamepad.Update() return nil }