// Copyright 2013 Hajime Hoshi // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. package input import ( "fmt" "github.com/hajimehoshi/go.ebiten" "github.com/hajimehoshi/go.ebiten/graphics" "github.com/hajimehoshi/go.ebiten/graphics/matrix" "image" "image/color" "os" ) type Input struct { textTexture graphics.Texture inputState ebiten.InputState } func New() *Input { return &Input{} } func (game *Input) ScreenWidth() int { return 256 } func (game *Input) ScreenHeight() int { return 240 } func (game *Input) Init(tf graphics.TextureFactory) { file, err := os.Open("images/text.png") if err != nil { panic(err) } defer file.Close() img, _, err := image.Decode(file) if err != nil { panic(err) } if game.textTexture, err = tf.NewTextureFromImage(img); err != nil { panic(err) } } func (game *Input) Update(context ebiten.GameContext) { game.inputState = context.InputState() } func (game *Input) Draw(g graphics.Context) { g.Fill(&color.RGBA{R: 128, G: 128, B: 255, A: 255}) str := fmt.Sprintf(`Input State: X: %d Y: %d`, game.inputState.X, game.inputState.Y) game.drawText(g, str, 5, 5) } func (game *Input) drawText(g graphics.Context, text string, x, y int) { const letterWidth = 6 const letterHeight = 16 parts := []graphics.TexturePart{} textX := 0 textY := 0 for _, c := range text { if c == '\n' { textX = 0 textY += letterHeight continue } code := int(c) x := (code % 32) * letterWidth y := (code / 32) * letterHeight source := graphics.Rect{x, y, letterWidth, letterHeight} parts = append(parts, graphics.TexturePart{ LocationX: textX, LocationY: textY, Source: source, }) textX += letterWidth } geometryMatrix := matrix.IdentityGeometry() geometryMatrix.Translate(float64(x), float64(y)) colorMatrix := matrix.IdentityColor() g.DrawTextureParts(game.textTexture.ID(), parts, geometryMatrix, colorMatrix) }