// 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 ui import ( "github.com/gopherjs/gopherjs/js" ) func (i *input) keyDown(key int) { i.m.Lock() defer i.m.Unlock() k, ok := keyCodeToKey[key] if !ok { return } i.keyPressed[k] = true } func (i *input) keyUp(key int) { i.m.Lock() defer i.m.Unlock() k, ok := keyCodeToKey[key] if !ok { return } i.keyPressed[k] = false } func (i *input) mouseDown(button int) { i.m.Lock() defer i.m.Unlock() p := &i.mouseButtonPressed switch button { case 0: p[MouseButtonLeft] = true case 1: p[MouseButtonMiddle] = true case 2: p[MouseButtonRight] = true } } func (i *input) mouseUp(button int) { i.m.Lock() defer i.m.Unlock() p := &i.mouseButtonPressed switch button { case 0: p[MouseButtonLeft] = false case 1: p[MouseButtonMiddle] = false case 2: p[MouseButtonRight] = false } } func (i *input) setMouseCursor(x, y int) { i.m.Lock() defer i.m.Unlock() i.cursorX, i.cursorY = x, y } func (i *input) updateGamepads() { i.m.Lock() defer i.m.Unlock() nav := js.Global.Get("navigator") if nav.Get("getGamepads") == js.Undefined { return } gamepads := nav.Call("getGamepads") l := gamepads.Get("length").Int() for id := 0; id < l; id++ { gamepad := gamepads.Index(id) if gamepad == js.Undefined || gamepad == nil { continue } 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() } } }