// 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 ui import ( "sync" ) var currentInput = &input{} type Input interface { IsKeyPressed(key Key) bool IsMouseButtonPressed(button MouseButton) bool CursorPosition() (x, y int) GamepadAxis(id int, axis int) float64 GamepadAxisNum(id int) int GamepadButtonNum(id int) int IsGamepadButtonPressed(id int, button GamepadButton) bool Touches() []Touch } type Touch interface { ID() int Position() (x, y int) } type input struct { keyPressed [256]bool mouseButtonPressed [256]bool cursorX int cursorY int gamepads [16]gamePad touches []touch m sync.RWMutex } func CurrentInput() Input { return currentInput } func (i *input) IsKeyPressed(key Key) bool { i.m.RLock() defer i.m.RUnlock() return i.keyPressed[key] } func (i *input) CursorPosition() (x, y int) { i.m.RLock() defer i.m.RUnlock() return i.cursorX, i.cursorY } func (i *input) IsMouseButtonPressed(button MouseButton) bool { i.m.RLock() defer i.m.RUnlock() return i.mouseButtonPressed[button] } func (i *input) GamepadAxisNum(id int) int { i.m.RLock() defer i.m.RUnlock() if len(i.gamepads) <= id { return 0 } return i.gamepads[id].axisNum } func (i *input) GamepadAxis(id int, axis int) float64 { i.m.RLock() defer i.m.RUnlock() if len(i.gamepads) <= id { return 0 } return i.gamepads[id].axes[axis] } func (i *input) GamepadButtonNum(id int) int { i.m.RLock() defer i.m.RUnlock() if len(i.gamepads) <= id { return 0 } return i.gamepads[id].buttonNum } func (i *input) IsGamepadButtonPressed(id int, button GamepadButton) bool { i.m.RLock() defer i.m.RUnlock() if len(i.gamepads) <= id { return false } return i.gamepads[id].buttonPressed[button] } func (in *input) Touches() []Touch { in.m.RLock() defer in.m.RUnlock() t := make([]Touch, len(in.touches)) for i := 0; i < len(t); i++ { t[i] = &in.touches[i] } return t } type gamePad struct { axisNum int axes [16]float64 buttonNum int buttonPressed [256]bool } 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 }