// 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 darwin freebsd linux windows // +build !android // +build !ios package glfw import ( "sync" "unicode" "github.com/hajimehoshi/ebiten/v2/internal/driver" "github.com/hajimehoshi/ebiten/v2/internal/glfw" ) type gamePad struct { valid bool guid string name string axisNum int axes [16]float64 buttonNum int buttonPressed [256]bool } type Input struct { keyPressed map[glfw.Key]bool mouseButtonPressed map[glfw.MouseButton]bool onceCallback sync.Once scrollX float64 scrollY float64 cursorX int cursorY int gamepads [16]gamePad touches map[driver.TouchID]pos // TODO: Implement this (#417) runeBuffer []rune ui *UserInterface } type pos struct { X int Y int } func (i *Input) CursorPosition() (x, y int) { if !i.ui.isRunning() { return 0, 0 } i.ui.m.RLock() defer i.ui.m.RUnlock() return i.cursorX, i.cursorY } func (i *Input) GamepadIDs() []driver.GamepadID { if !i.ui.isRunning() { return nil } var r []driver.GamepadID i.ui.m.RLock() defer i.ui.m.RUnlock() for id, g := range i.gamepads { if g.valid { r = append(r, driver.GamepadID(id)) } } return r } func (i *Input) GamepadSDLID(id driver.GamepadID) string { if !i.ui.isRunning() { return "" } i.ui.m.RLock() defer i.ui.m.RUnlock() if len(i.gamepads) <= int(id) { return "" } return i.gamepads[id].guid } func (i *Input) GamepadName(id driver.GamepadID) string { if !i.ui.isRunning() { return "" } i.ui.m.RLock() defer i.ui.m.RUnlock() if len(i.gamepads) <= int(id) { return "" } return i.gamepads[id].name } func (i *Input) GamepadAxisNum(id driver.GamepadID) int { if !i.ui.isRunning() { return 0 } i.ui.m.RLock() defer i.ui.m.RUnlock() if len(i.gamepads) <= int(id) { return 0 } return i.gamepads[id].axisNum } func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 { if !i.ui.isRunning() { return 0 } i.ui.m.RLock() defer i.ui.m.RUnlock() if len(i.gamepads) <= int(id) { return 0 } return i.gamepads[id].axes[axis] } func (i *Input) GamepadButtonNum(id driver.GamepadID) int { if !i.ui.isRunning() { return 0 } i.ui.m.RLock() defer i.ui.m.RUnlock() if len(i.gamepads) <= int(id) { return 0 } return i.gamepads[id].buttonNum } func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool { if !i.ui.isRunning() { return false } i.ui.m.RLock() defer i.ui.m.RUnlock() if len(i.gamepads) <= int(id) { return false } return i.gamepads[id].buttonPressed[button] } func (i *Input) TouchIDs() []driver.TouchID { if !i.ui.isRunning() { return nil } var ids []driver.TouchID i.ui.m.RLock() defer i.ui.m.RUnlock() if len(i.touches) == 0 { return nil } for id := range i.touches { ids = append(ids, id) } return ids } func (i *Input) TouchPosition(id driver.TouchID) (x, y int) { if !i.ui.isRunning() { return 0, 0 } i.ui.m.RLock() defer i.ui.m.RUnlock() for tid, pos := range i.touches { if id == tid { return pos.X, pos.Y } } return 0, 0 } func (i *Input) RuneBuffer() []rune { if !i.ui.isRunning() { return nil } i.ui.m.RLock() defer i.ui.m.RUnlock() rs := make([]rune, len(i.runeBuffer)) copy(rs, i.runeBuffer) return rs } func (i *Input) resetForFrame() { if !i.ui.isRunning() { return } i.ui.m.Lock() defer i.ui.m.Unlock() i.runeBuffer = i.runeBuffer[:0] i.scrollX, i.scrollY = 0, 0 } func (i *Input) IsKeyPressed(key driver.Key) bool { if !i.ui.isRunning() { return false } i.ui.m.Lock() defer i.ui.m.Unlock() if i.keyPressed == nil { i.keyPressed = map[glfw.Key]bool{} } gk, ok := driverKeyToGLFWKey[key] return ok && i.keyPressed[gk] } func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool { if !i.ui.isRunning() { return false } i.ui.m.Lock() defer i.ui.m.Unlock() if i.mouseButtonPressed == nil { i.mouseButtonPressed = map[glfw.MouseButton]bool{} } for gb, b := range glfwMouseButtonToMouseButton { if b != button { continue } if i.mouseButtonPressed[gb] { return true } } return false } func (i *Input) Wheel() (xoff, yoff float64) { if !i.ui.isRunning() { return 0, 0 } i.ui.m.RLock() defer i.ui.m.RUnlock() return i.scrollX, i.scrollY } var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{ glfw.MouseButtonLeft: driver.MouseButtonLeft, glfw.MouseButtonRight: driver.MouseButtonRight, glfw.MouseButtonMiddle: driver.MouseButtonMiddle, } // update must be called from the main thread. func (i *Input) update(window *glfw.Window, context driver.UIContext) { i.ui.m.Lock() defer i.ui.m.Unlock() i.onceCallback.Do(func() { window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) { // As this function is called from GLFW callbacks, the current thread is main. if !unicode.IsPrint(char) { return } i.ui.m.Lock() defer i.ui.m.Unlock() i.runeBuffer = append(i.runeBuffer, char) }) window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) { // As this function is called from GLFW callbacks, the current thread is main. i.ui.m.Lock() defer i.ui.m.Unlock() i.scrollX = xoff i.scrollY = yoff }) }) if i.keyPressed == nil { i.keyPressed = map[glfw.Key]bool{} } for gk := range glfwKeyToDriverKey { i.keyPressed[gk] = window.GetKey(gk) == glfw.Press } if i.mouseButtonPressed == nil { i.mouseButtonPressed = map[glfw.MouseButton]bool{} } for gb := range glfwMouseButtonToMouseButton { i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press } cx, cy := window.GetCursorPos() // TODO: This is tricky. Rename the function? cx = i.ui.fromGLFWMonitorPixel(cx) cy = i.ui.fromGLFWMonitorPixel(cy) cx, cy = context.AdjustPosition(cx, cy, i.ui.deviceScaleFactor()) i.cursorX, i.cursorY = int(cx), int(cy) for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ { i.gamepads[id].valid = false if !id.Present() { continue } buttons := id.GetButtons() // A gamepad can be detected even though there are not. Apparently, some special devices are // recognized as gamepads by GLFW. In this case, the number of the 'buttons' can exceeds the // maximum. Skip such devices as a tentative solution (#1173). if len(buttons) > driver.GamepadButtonNum { continue } i.gamepads[id].valid = true i.gamepads[id].buttonNum = len(buttons) for b := 0; b < len(i.gamepads[id].buttonPressed); b++ { if len(buttons) <= b { i.gamepads[id].buttonPressed[b] = false continue } i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press } axes32 := id.GetAxes() i.gamepads[id].axisNum = len(axes32) for a := 0; a < len(i.gamepads[id].axes); a++ { if len(axes32) <= a { i.gamepads[id].axes[a] = 0 continue } i.gamepads[id].axes[a] = float64(axes32[a]) } // Note that GLFW's gamepad GUID follows SDL's GUID. i.gamepads[id].guid = id.GetGUID() i.gamepads[id].name = id.GetName() } }