// 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. package ebiten import ( "github.com/hajimehoshi/ebiten/internal/driver" ) // InputChars return "printable" runes read from the keyboard at the time update is called. // // InputChars represents the environment's locale-dependent translation of keyboard // input to Unicode characters. // // IsKeyPressed is based on a mapping of device (US keyboard) codes to input device keys. // "Control" and modifier keys should be handled with IsKeyPressed. // // InputChars is concurrent-safe. func InputChars() []rune { rb := uiDriver().Input().RuneBuffer() return append(make([]rune, 0, len(rb)), rb...) } // IsKeyPressed returns a boolean indicating whether key is pressed. // // Known issue: On Edge browser, some keys don't work well: // // - KeyKPEnter and KeyKPEqual are recognized as KeyEnter and KeyEqual. // - KeyPrintScreen is only treated at keyup event. // // IsKeyPressed is concurrent-safe. func IsKeyPressed(key Key) bool { return uiDriver().Input().IsKeyPressed(driver.Key(key)) } // CursorPosition returns a position of a mouse cursor relative to the game screen (window). The cursor position is // 'logical' position and this considers the scale of the screen. // // CursorPosition is concurrent-safe. func CursorPosition() (x, y int) { return uiDriver().Input().CursorPosition() } // Wheel returns the x and y offset of the mouse wheel or touchpad scroll. // It returns 0 if the wheel isn't being rolled. // // Wheel is concurrent-safe. func Wheel() (xoff, yoff float64) { return uiDriver().Input().Wheel() } // IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed. // // IsMouseButtonPressed is concurrent-safe. // // Note that touch events not longer affect IsMouseButtonPressed's result as of 1.4.0-alpha. // Use Touches instead. func IsMouseButtonPressed(mouseButton MouseButton) bool { return uiDriver().Input().IsMouseButtonPressed(driver.MouseButton(mouseButton)) } // GamepadIDs returns a slice indicating available gamepad IDs. // // GamepadIDs is concurrent-safe. // // GamepadIDs always returns an empty slice on mobiles. func GamepadIDs() []int { return uiDriver().Input().GamepadIDs() } // GamepadAxisNum returns the number of axes of the gamepad (id). // // GamepadAxisNum is concurrent-safe. // // GamepadAxisNum always returns 0 on mobiles. func GamepadAxisNum(id int) int { return uiDriver().Input().GamepadAxisNum(id) } // GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis). // // GamepadAxis is concurrent-safe. // // GamepadAxis always returns 0 on mobiles. func GamepadAxis(id int, axis int) float64 { return uiDriver().Input().GamepadAxis(id, axis) } // GamepadButtonNum returns the number of the buttons of the given gamepad (id). // // GamepadButtonNum is concurrent-safe. // // GamepadButtonNum always returns 0 on mobiles. func GamepadButtonNum(id int) int { return uiDriver().Input().GamepadButtonNum(id) } // IsGamepadButtonPressed returns the boolean indicating the given button of the gamepad (id) is pressed or not. // // IsGamepadButtonPressed is concurrent-safe. // // The relationships between physical buttons and buttion IDs depend on environments. // There can be differences even between Chrome and Firefox. // // IsGamepadButtonPressed always returns false on mobiles. func IsGamepadButtonPressed(id int, button GamepadButton) bool { return uiDriver().Input().IsGamepadButtonPressed(id, driver.GamepadButton(button)) } // TouchIDs returns the current touch states. // // TouchIDs returns nil when there are no touches. // TouchIDs always returns nil on desktops. // // TouchIDs is concurrent-safe. func TouchIDs() []int { return uiDriver().Input().TouchIDs() } // TouchPosition returns the position for the touch of the specified ID. // // If the touch of the specified ID is not present, TouchPosition returns (0, 0). // // TouchPosition is cuncurrent-safe. func TouchPosition(id int) (int, int) { found := false for _, i := range uiDriver().Input().TouchIDs() { if id == i { found = true break } } if !found { return 0, 0 } return uiDriver().Input().TouchPosition(id) } // Touch is deprecated as of 1.7.0. Use TouchPosition instead. type Touch interface { // ID returns an identifier for one stroke. ID() int // Position returns the position of the touch. Position() (x, y int) } type touch struct { id int x int y int } func (t *touch) ID() int { return t.id } func (t *touch) Position() (x, y int) { return t.x, t.y } // Touches is deprecated as of 1.7.0. Use TouchIDs instead. func Touches() []Touch { var ts []Touch for _, id := range TouchIDs() { x, y := TouchPosition(id) ts = append(ts, &touch{ id: id, x: x, y: y, }) } return ts }