// Copyright 2016 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. //go:build android || ios // +build android ios package mobile import ( "github.com/hajimehoshi/ebiten/v2/internal/driver" ) type Input struct { keys map[driver.Key]struct{} runes []rune touches []Touch gamepads []Gamepad ui *UserInterface } func (i *Input) CursorPosition() (x, y int) { return 0, 0 } func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, g := range i.gamepads { gamepadIDs = append(gamepadIDs, g.ID) } return gamepadIDs } func (i *Input) GamepadSDLID(id driver.GamepadID) string { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, g := range i.gamepads { if g.ID != id { continue } return g.SDLID } return "" } func (i *Input) GamepadName(id driver.GamepadID) string { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, g := range i.gamepads { if g.ID != id { continue } return g.Name } return "" } func (i *Input) GamepadAxisNum(id driver.GamepadID) int { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, g := range i.gamepads { if g.ID != id { continue } return g.AxisNum } return 0 } func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, g := range i.gamepads { if g.ID != id { continue } if g.AxisNum <= int(axis) { return 0 } return float64(g.Axes[axis]) } return 0 } func (i *Input) GamepadButtonNum(id driver.GamepadID) int { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, g := range i.gamepads { if g.ID != id { continue } return g.ButtonNum } return 0 } func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, g := range i.gamepads { if g.ID != id { continue } if g.ButtonNum <= int(button) { return false } return g.Buttons[button] } return false } func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool { // TODO: Implement this (#1557) return false } func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool { // TODO: Implement this (#1557) return false } func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 { // TODO: Implement this (#1557) return 0 } func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 { // TODO: Implement this (#1557) return 0 } func (i *Input) AppendTouchIDs(touchIDs []driver.TouchID) []driver.TouchID { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, t := range i.touches { touchIDs = append(touchIDs, t.ID) } return touchIDs } func (i *Input) TouchPosition(id driver.TouchID) (x, y int) { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, t := range i.touches { if t.ID == id { return i.ui.adjustPosition(t.X, t.Y) } } return 0, 0 } func (i *Input) AppendInputChars(runes []rune) []rune { i.ui.m.Lock() defer i.ui.m.Unlock() return append(runes, i.runes...) } func (i *Input) IsKeyPressed(key driver.Key) bool { i.ui.m.RLock() defer i.ui.m.RUnlock() _, ok := i.keys[key] return ok } func (i *Input) Wheel() (xoff, yoff float64) { return 0, 0 } func (i *Input) IsMouseButtonPressed(key driver.MouseButton) bool { return false } func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) { // TODO: Implement this (#1452) } func (i *Input) update(keys map[driver.Key]struct{}, runes []rune, touches []Touch) { i.ui.m.Lock() defer i.ui.m.Unlock() if i.keys == nil { i.keys = map[driver.Key]struct{}{} } for k := range i.keys { delete(i.keys, k) } for k := range keys { i.keys[k] = struct{}{} } i.runes = i.runes[:0] i.runes = append(i.runes, runes...) i.touches = i.touches[:0] i.touches = append(i.touches, touches...) } func (i *Input) resetForFrame() { i.runes = nil }