// 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 prevKeyStates map[ebiten.Key]int mouseButtonStates map[ebiten.MouseButton]int prevMouseButtonStates map[ebiten.MouseButton]int gamepadButtonStates map[int]map[ebiten.GamepadButton]int prevGamepadButtonStates map[int]map[ebiten.GamepadButton]int touchStates map[int]int prevTouchStates map[int]int m sync.RWMutex } var theInputState = &inputState{ keyStates: map[ebiten.Key]int{}, prevKeyStates: map[ebiten.Key]int{}, mouseButtonStates: map[ebiten.MouseButton]int{}, prevMouseButtonStates: map[ebiten.MouseButton]int{}, gamepadButtonStates: map[int]map[ebiten.GamepadButton]int{}, prevGamepadButtonStates: map[int]map[ebiten.GamepadButton]int{}, touchStates: map[int]int{}, prevTouchStates: map[int]int{}, } func init() { hooks.AppendHookOnUpdate(func() error { theInputState.update() return nil }) } func (i *inputState) update() { i.m.Lock() defer i.m.Unlock() // Keyboard for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ { i.prevKeyStates[k] = i.keyStates[k] if ebiten.IsKeyPressed(k) { i.keyStates[k]++ } else { i.keyStates[k] = 0 } } // Mouse for _, b := range []ebiten.MouseButton{ ebiten.MouseButtonLeft, ebiten.MouseButtonRight, ebiten.MouseButtonMiddle, } { i.prevMouseButtonStates[b] = i.mouseButtonStates[b] if ebiten.IsMouseButtonPressed(b) { i.mouseButtonStates[b]++ } else { i.mouseButtonStates[b] = 0 } } // Gamepads // Reset the previous states first since some gamepad IDs might be already gone. for id := range i.prevGamepadButtonStates { for b := range i.prevGamepadButtonStates[id] { i.prevGamepadButtonStates[id][b] = 0 } } ids := map[int]struct{}{} for _, id := range ebiten.GamepadIDs() { ids[id] = struct{}{} if _, ok := i.prevGamepadButtonStates[id]; !ok { i.prevGamepadButtonStates[id] = map[ebiten.GamepadButton]int{} } 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++ { i.prevGamepadButtonStates[id][b] = i.gamepadButtonStates[id][b] if ebiten.IsGamepadButtonPressed(id, b) { i.gamepadButtonStates[id][b]++ } else { i.gamepadButtonStates[id][b] = 0 } } } idsToDelete := []int{} for id := range i.gamepadButtonStates { if _, ok := ids[id]; !ok { idsToDelete = append(idsToDelete, id) } } for _, id := range idsToDelete { delete(i.gamepadButtonStates, id) } // Touches ids = map[int]struct{}{} // Reset the previous states first since some gamepad IDs might be already gone. for id := range i.prevTouchStates { i.prevTouchStates[id] = 0 } for _, t := range ebiten.Touches() { ids[t.ID()] = struct{}{} i.prevTouchStates[t.ID()] = i.touchStates[t.ID()] 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. // // IsKeyJustPressed is concurrent safe. func IsKeyJustPressed(key ebiten.Key) bool { return KeyPressDuration(key) == 1 } // IsKeyJustReleased returns a boolean value indicating // whether the given key is released just in the current frame. // // IsKeyJustReleased is concurrent safe. func IsKeyJustReleased(key ebiten.Key) bool { theInputState.m.RLock() r := theInputState.keyStates[key] == 0 && theInputState.prevKeyStates[key] > 0 theInputState.m.RUnlock() return r } // KeyPressDuration returns how long the key is pressed in frames. // // KeyPressDuration is concurrent safe. 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. // // IsMouseButtonJustPressed is concurrent safe. func IsMouseButtonJustPressed(button ebiten.MouseButton) bool { return MouseButtonPressDuration(button) == 1 } // IsMouseButtonJustReleased returns a boolean value indicating // whether the given mouse button is released just in the current frame. // // IsMouseButtonJustReleased is concurrent safe. func IsMouseButtonJustReleased(button ebiten.MouseButton) bool { theInputState.m.RLock() r := theInputState.mouseButtonStates[button] == 0 && theInputState.prevMouseButtonStates[button] > 0 theInputState.m.RUnlock() return r } // MouseButtonPressDuration returns how long the mouse button is pressed in frames. // // MouseButtonPressDuration is concurrent safe. 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. // // IsGamepadButtonJustPressed is concurrent safe. func IsGamepadButtonJustPressed(id int, button ebiten.GamepadButton) bool { return GamepadButtonPressDuration(id, button) == 1 } // IsGamepadButtonJustReleased returns a boolean value indicating // whether the given gamepad button of the gamepad id is released just in the current frame. // // IsGamepadButtonJustReleased is concurrent safe. func IsGamepadButtonJustReleased(id int, button ebiten.GamepadButton) bool { theInputState.m.RLock() prev := 0 if _, ok := theInputState.prevGamepadButtonStates[id]; ok { prev = theInputState.prevGamepadButtonStates[id][button] } current := 0 if _, ok := theInputState.gamepadButtonStates[id]; ok { current = theInputState.gamepadButtonStates[id][button] } theInputState.m.RUnlock() return current == 0 && prev > 0 } // GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in frames. // // GamepadButtonPressDuration is concurrent safe. 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. // // IsJustTouched is concurrent safe. func IsJustTouched(id int) bool { return TouchDuration(id) == 1 } // IsTouchJustReleased returns a boolean value indicating // whether the given touch is released just in the current frame. // // IsTouchJustReleased is concurrent safe. func IsTouchJustReleased(id int) bool { theInputState.m.RLock() r := theInputState.touchStates[id] == 0 && theInputState.prevTouchStates[id] > 0 theInputState.m.RUnlock() return r } // TouchDuration returns how long the touch remains in frames. // // TouchDuration is concurrent safe. func TouchDuration(id int) int { theInputState.m.RLock() s := theInputState.touchStates[id] theInputState.m.RUnlock() return s }