// 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 input var theInput = &Input{} func Get() *Input { return theInput } func (i *Input) CursorPosition() (x, y int) { i.m.RLock() defer i.m.RUnlock() return i.cursorX, i.cursorY } var emptyIDs = []int{} func (i *Input) GamepadIDs() []int { i.m.RLock() defer i.m.RUnlock() if len(i.gamepads) == 0 { // Avoid creating a slice if possible. // This is a performance optimization for browsers. return emptyIDs } r := []int{} for id, g := range i.gamepads { if g.valid { r = append(r, id) } } return r } 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] } var emptyTouches = []*Touch{} func (in *Input) Touches() []*Touch { in.m.RLock() defer in.m.RUnlock() if len(in.touches) == 0 { // Avoid creating a slice if possible. // This is a performance optimization for browsers. return emptyTouches } t := make([]*Touch, len(in.touches)) for i := 0; i < len(t); i++ { t[i] = in.touches[i] } return t } type gamePad struct { valid bool axisNum int axes [16]float64 buttonNum int buttonPressed [256]bool } type Touch struct { id int x int y int } func NewTouch(id int, x, y int) *Touch { return &Touch{ id: id, x: x, y: y, } } func (t *Touch) ID() int { return t.id } func (t *Touch) Position() (x, y int) { return t.x, t.y }