// 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. // +build js package js import ( "encoding/hex" "syscall/js" "unicode" "github.com/hajimehoshi/ebiten/internal/driver" "github.com/hajimehoshi/ebiten/internal/jsutil" ) type pos struct { X int Y int } type gamePad struct { valid bool name string axisNum int axes [16]float64 buttonNum int buttonPressed [256]bool } type Input struct { keyPressed map[string]bool keyPressedEdge map[int]bool mouseButtonPressed map[int]bool cursorX int cursorY int wheelX float64 wheelY float64 gamepads [16]gamePad touches map[int]pos runeBuffer []rune ui *UserInterface } func (i *Input) CursorPosition() (x, y int) { xf, yf := i.ui.context.AdjustPosition(float64(i.cursorX), float64(i.cursorY)) return int(xf), int(yf) } func (i *Input) GamepadSDLID(id int) string { // This emulates the implementation of EMSCRIPTEN_JoystickGetDeviceGUID. // https://hg.libsdl.org/SDL/file/bc90ce38f1e2/src/joystick/emscripten/SDL_sysjoystick.c#l385 if len(i.gamepads) <= id { return "" } var sdlid [16]byte copy(sdlid[:], []byte(i.gamepads[id].name)) return hex.EncodeToString(sdlid[:]) } // GamepadName returns a string containing some information about the controller. // A PS2 controller returned "810-3-USB Gamepad" on Firefox // A Xbox 360 controller returned "xinput" on Firefox and "Xbox 360 Controller (XInput STANDARD GAMEPAD)" on Chrome func (i *Input) GamepadName(id int) string { if len(i.gamepads) <= id { return "" } return i.gamepads[id].name } func (i *Input) GamepadIDs() []int { if len(i.gamepads) == 0 { return nil } r := []int{} for id, g := range i.gamepads { if g.valid { r = append(r, id) } } return r } func (i *Input) GamepadAxisNum(id int) int { if len(i.gamepads) <= id { return 0 } return i.gamepads[id].axisNum } func (i *Input) GamepadAxis(id int, axis int) float64 { if len(i.gamepads) <= id { return 0 } return i.gamepads[id].axes[axis] } func (i *Input) GamepadButtonNum(id int) int { if len(i.gamepads) <= id { return 0 } return i.gamepads[id].buttonNum } func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool { if len(i.gamepads) <= id { return false } return i.gamepads[id].buttonPressed[button] } func (i *Input) TouchIDs() []int { if len(i.touches) == 0 { return nil } var ids []int for id := range i.touches { ids = append(ids, id) } return ids } func (i *Input) TouchPosition(id int) (x, y int) { for tid, pos := range i.touches { if id == tid { x, y := i.ui.context.AdjustPosition(float64(pos.X), float64(pos.Y)) return int(x), int(y) } } return 0, 0 } func (i *Input) RuneBuffer() []rune { return i.runeBuffer } func (i *Input) resetForFrame() { i.runeBuffer = nil i.wheelX = 0 i.wheelY = 0 } func (i *Input) IsKeyPressed(key driver.Key) bool { if i.keyPressed != nil { if i.keyPressed[driverKeyToJSKey[key]] { return true } } if i.keyPressedEdge != nil { for c, k := range edgeKeyCodeToDriverKey { if k != key { continue } if i.keyPressedEdge[c] { return true } } } return false } var codeToMouseButton = map[int]driver.MouseButton{ 0: driver.MouseButtonLeft, 1: driver.MouseButtonMiddle, 2: driver.MouseButtonRight, } func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool { if i.mouseButtonPressed == nil { i.mouseButtonPressed = map[int]bool{} } for c, b := range codeToMouseButton { if b != button { continue } if i.mouseButtonPressed[c] { return true } } return false } func (i *Input) Wheel() (xoff, yoff float64) { return i.wheelX, i.wheelY } func (i *Input) keyDown(code string) { if i.keyPressed == nil { i.keyPressed = map[string]bool{} } i.keyPressed[code] = true } func (i *Input) keyUp(code string) { if i.keyPressed == nil { i.keyPressed = map[string]bool{} } i.keyPressed[code] = false } func (i *Input) keyDownEdge(code int) { if i.keyPressedEdge == nil { i.keyPressedEdge = map[int]bool{} } i.keyPressedEdge[code] = true } func (i *Input) keyUpEdge(code int) { if i.keyPressedEdge == nil { i.keyPressedEdge = map[int]bool{} } i.keyPressedEdge[code] = false } func (i *Input) mouseDown(code int) { if i.mouseButtonPressed == nil { i.mouseButtonPressed = map[int]bool{} } i.mouseButtonPressed[code] = true } func (i *Input) mouseUp(code int) { if i.mouseButtonPressed == nil { i.mouseButtonPressed = map[int]bool{} } i.mouseButtonPressed[code] = false } func (i *Input) setMouseCursor(x, y int) { i.cursorX, i.cursorY = x, y } func (i *Input) UpdateGamepads() { nav := js.Global().Get("navigator") if jsutil.Equal(nav.Get("getGamepads"), js.Undefined()) { return } gamepads := nav.Call("getGamepads") l := gamepads.Get("length").Int() for id := 0; id < l; id++ { i.gamepads[id].valid = false gamepad := gamepads.Index(id) if jsutil.Equal(gamepad, js.Undefined()) || jsutil.Equal(gamepad, js.Null()) { continue } i.gamepads[id].valid = true i.gamepads[id].name = gamepad.Get("id").String() axes := gamepad.Get("axes") axesNum := axes.Get("length").Int() i.gamepads[id].axisNum = axesNum for a := 0; a < len(i.gamepads[id].axes); a++ { if axesNum <= a { i.gamepads[id].axes[a] = 0 continue } i.gamepads[id].axes[a] = axes.Index(a).Float() } buttons := gamepad.Get("buttons") buttonsNum := buttons.Get("length").Int() i.gamepads[id].buttonNum = buttonsNum for b := 0; b < len(i.gamepads[id].buttonPressed); b++ { if buttonsNum <= b { i.gamepads[id].buttonPressed[b] = false continue } i.gamepads[id].buttonPressed[b] = buttons.Index(b).Get("pressed").Bool() } } } func (i *Input) Update(e js.Value) { switch e.Get("type").String() { case "keydown": c := e.Get("code") if jsutil.Equal(c, js.Undefined()) { code := e.Get("keyCode").Int() if edgeKeyCodeToDriverKey[code] == driver.KeyUp || edgeKeyCodeToDriverKey[code] == driver.KeyDown || edgeKeyCodeToDriverKey[code] == driver.KeyLeft || edgeKeyCodeToDriverKey[code] == driver.KeyRight || edgeKeyCodeToDriverKey[code] == driver.KeyBackspace || edgeKeyCodeToDriverKey[code] == driver.KeyTab { e.Call("preventDefault") } i.keyDownEdge(code) return } cs := c.String() if cs == driverKeyToJSKey[driver.KeyUp] || cs == driverKeyToJSKey[driver.KeyDown] || cs == driverKeyToJSKey[driver.KeyLeft] || cs == driverKeyToJSKey[driver.KeyRight] || cs == driverKeyToJSKey[driver.KeyBackspace] || cs == driverKeyToJSKey[driver.KeyTab] { e.Call("preventDefault") } i.keyDown(cs) case "keypress": if r := rune(e.Get("charCode").Int()); unicode.IsPrint(r) { i.runeBuffer = append(i.runeBuffer, r) } case "keyup": if jsutil.Equal(e.Get("code"), js.Undefined()) { // Assume that UA is Edge. code := e.Get("keyCode").Int() i.keyUpEdge(code) return } code := e.Get("code").String() i.keyUp(code) case "mousedown": button := e.Get("button").Int() i.mouseDown(button) i.setMouseCursorFromEvent(e) case "mouseup": button := e.Get("button").Int() i.mouseUp(button) i.setMouseCursorFromEvent(e) case "mousemove": i.setMouseCursorFromEvent(e) case "wheel": // TODO: What if e.deltaMode is not DOM_DELTA_PIXEL? i.wheelX = -e.Get("deltaX").Float() i.wheelY = -e.Get("deltaY").Float() case "touchstart", "touchend", "touchmove": i.updateTouches(e) } } func (i *Input) setMouseCursorFromEvent(e js.Value) { x, y := e.Get("clientX").Int(), e.Get("clientY").Int() i.setMouseCursor(x, y) } func (i *Input) updateTouches(e js.Value) { j := e.Get("targetTouches") ts := map[int]pos{} for i := 0; i < j.Length(); i++ { jj := j.Call("item", i) id := jj.Get("identifier").Int() ts[id] = pos{ X: jj.Get("clientX").Int(), Y: jj.Get("clientY").Int(), } } i.touches = ts }