// 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. // // Note: This package is experimental and API might be changed. package inpututil import ( "github.com/hajimehoshi/ebiten" "github.com/hajimehoshi/ebiten/internal/hooks" "github.com/hajimehoshi/ebiten/internal/sync" ) type inputState struct { keyStates map[ebiten.Key]int mouseButtonStates map[ebiten.MouseButton]int gamepadButtonStates map[int]map[ebiten.GamepadButton]int touchStates map[int]int m sync.RWMutex } var theInputState = &inputState{ keyStates: map[ebiten.Key]int{}, mouseButtonStates: map[ebiten.MouseButton]int{}, gamepadButtonStates: map[int]map[ebiten.GamepadButton]int{}, touchStates: map[int]int{}, } func init() { hooks.AppendHookOnUpdate(func() error { theInputState.update() return nil }) } func (i *inputState) update() { i.m.Lock() defer i.m.Unlock() for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ { if ebiten.IsKeyPressed(k) { i.keyStates[k]++ } else { i.keyStates[k] = 0 } } for _, b := range []ebiten.MouseButton{ ebiten.MouseButtonLeft, ebiten.MouseButtonRight, ebiten.MouseButtonMiddle, } { if ebiten.IsMouseButtonPressed(b) { i.mouseButtonStates[b]++ } else { i.mouseButtonStates[b] = 0 } } for _, id := range ebiten.GamepadIDs() { if _, ok := i.gamepadButtonStates[id]; !ok { i.gamepadButtonStates[id] = map[ebiten.GamepadButton]int{} } n := ebiten.GamepadButtonNum(id) for b := ebiten.GamepadButton(0); b < ebiten.GamepadButton(n); b++ { if ebiten.IsGamepadButtonPressed(id, b) { i.gamepadButtonStates[id][b]++ } else { i.gamepadButtonStates[id][b] = 0 } } } ids := map[int]struct{}{} for _, t := range ebiten.Touches() { ids[t.ID()] = struct{}{} i.touchStates[t.ID()]++ } idsToDelete := []int{} for id := range i.touchStates { if _, ok := ids[id]; !ok { idsToDelete = append(idsToDelete, id) } } for _, id := range idsToDelete { delete(i.touchStates, id) } } // IsKeyJustPressed returns a boolean value indicating // whether the given key is pressed just in the current frame. func IsKeyJustPressed(key ebiten.Key) bool { return KeyPressDuration(key) == 1 } // KeyPressDuration returns how long the key is pressed in frames. func KeyPressDuration(key ebiten.Key) int { theInputState.m.RLock() s := theInputState.keyStates[key] theInputState.m.RUnlock() return s } // IsMouseButtonJustPressed returns a boolean value indicating // whether the given mouse button is pressed just in the current frame. func IsMouseButtonJustPressed(button ebiten.MouseButton) bool { return MouseButtonPressDuration(button) == 1 } // MouseButtonPressDuration returns how long the mouse button is pressed in frames. func MouseButtonPressDuration(button ebiten.MouseButton) int { theInputState.m.RLock() s := theInputState.mouseButtonStates[button] theInputState.m.RUnlock() return s } // IsGamepadButtonJustPressed returns a boolean value indicating // whether the given gamepad button of the gamepad id is pressed just in the current frame. func IsGamepadButtonJustPressed(id int, button ebiten.GamepadButton) bool { return GamepadButtonPressDuration(id, button) == 1 } // GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in frames. func GamepadButtonPressDuration(id int, button ebiten.GamepadButton) int { theInputState.m.RLock() s := 0 if _, ok := theInputState.gamepadButtonStates[id]; ok { s = theInputState.gamepadButtonStates[id][button] } theInputState.m.RUnlock() return s } // IsJustTouched returns a boolean value indicating // whether the given touch is pressed just in the current frame. func IsJustTouched(id int) bool { return TouchDuration(id) == 1 } // TouchDuration returns how long the touch remains in frames. func TouchDuration(id int) int { theInputState.m.RLock() s := theInputState.touchStates[id] theInputState.m.RUnlock() return s }