// 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 struct { keyPressed [256]bool mouseButtonPressed [256]bool cursorX int cursorY int gamepads [16]gamePad m sync.RWMutex } type gamePad struct { axisNum int axes [16]float64 buttonNum int buttonPressed [256]bool } 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, currentInput.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] }