// Copyright 2021 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. //go:build ebitencbackend // +build ebitencbackend package cbackend import ( "sync" "time" "github.com/hajimehoshi/ebiten/v2/internal/cbackend" "github.com/hajimehoshi/ebiten/v2/internal/driver" ) type Input struct { gamepads []cbackend.Gamepad touches []cbackend.Touch m sync.Mutex } func (i *Input) update(context driver.UIContext) { i.m.Lock() defer i.m.Unlock() i.gamepads = i.gamepads[:0] i.gamepads = cbackend.AppendGamepads(i.gamepads) i.touches = i.touches[:0] i.touches = cbackend.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) } } func (i *Input) AppendInputChars(runes []rune) []rune { return nil } func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID { i.m.Lock() defer i.m.Unlock() for _, g := range i.gamepads { gamepadIDs = append(gamepadIDs, g.ID) } return gamepadIDs } func (i *Input) AppendTouchIDs(touchIDs []driver.TouchID) []driver.TouchID { i.m.Lock() defer i.m.Unlock() for _, t := range i.touches { touchIDs = append(touchIDs, t.ID) } return touchIDs } func (i *Input) CursorPosition() (x, y int) { return 0, 0 } func (i *Input) GamepadSDLID(id driver.GamepadID) string { return "" } func (i *Input) GamepadName(id driver.GamepadID) string { return "" } func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 { i.m.Lock() defer i.m.Unlock() for _, g := range i.gamepads { if g.ID != id { continue } if axis < 0 { return 0 } if g.AxisNum <= axis { return 0 } if len(g.AxisValues) <= axis { return 0 } return g.AxisValues[axis] } return 0 } func (i *Input) GamepadAxisNum(id driver.GamepadID) int { i.m.Lock() defer i.m.Unlock() for _, g := range i.gamepads { if g.ID != id { continue } return g.AxisNum } return 0 } func (i *Input) GamepadButtonNum(id driver.GamepadID) int { i.m.Lock() defer i.m.Unlock() for _, g := range i.gamepads { if g.ID != id { continue } return g.ButtonNum } return 0 } func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool { i.m.Lock() defer i.m.Unlock() for _, g := range i.gamepads { if g.ID != id { continue } if button < 0 { return false } if g.ButtonNum <= int(button) { return false } if len(g.ButtonPressed) <= int(button) { return false } return g.ButtonPressed[button] } return false } func (i *Input) IsKeyPressed(key driver.Key) bool { return false } func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool { return false } func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool { i.m.Lock() defer i.m.Unlock() for _, g := range i.gamepads { if g.ID != id { continue } if !g.Standard { return false } if button < 0 { return false } if g.ButtonNum <= int(button) { return false } if len(g.ButtonPressed) <= int(button) { return false } return g.ButtonPressed[button] } return false } func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool { i.m.Lock() defer i.m.Unlock() for _, g := range i.gamepads { if g.ID != id { continue } return g.Standard } return false } func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 { i.m.Lock() defer i.m.Unlock() for _, g := range i.gamepads { if g.ID != id { continue } if !g.Standard { return 0 } if axis < 0 { return 0 } if g.AxisNum <= int(axis) { return 0 } if len(g.AxisValues) <= int(axis) { return 0 } return g.AxisValues[axis] } return 0 } func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 { i.m.Lock() defer i.m.Unlock() for _, g := range i.gamepads { if g.ID != id { continue } if !g.Standard { return 0 } if button < 0 { return 0 } if g.ButtonNum <= int(button) { return 0 } if len(g.ButtonValues) <= int(button) { return 0 } return g.ButtonValues[button] } return 0 } func (i *Input) TouchPosition(id driver.TouchID) (x, y int) { i.m.Lock() defer i.m.Unlock() for _, t := range i.touches { if t.ID == id { return t.X, t.Y } } return 0, 0 } func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) { cbackend.VibrateGamepad(id, duration, strongMagnitude, weakMagnitude) } func (i *Input) Wheel() (xoff, yoff float64) { return 0, 0 }