// 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. //go:build !android && !ios && !js && !nintendosdk package ui import ( "math" "github.com/hajimehoshi/ebiten/v2/internal/gamepad" "github.com/hajimehoshi/ebiten/v2/internal/glfw" ) var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{ glfw.MouseButtonLeft: MouseButton0, glfw.MouseButtonMiddle: MouseButton1, glfw.MouseButtonRight: MouseButton2, glfw.MouseButton3: MouseButton3, glfw.MouseButton4: MouseButton4, } func (u *userInterfaceImpl) registerInputCallbacks() { u.window.SetCharModsCallback(glfw.ToCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) { // As this function is called from GLFW callbacks, the current thread is main. u.m.Lock() defer u.m.Unlock() u.inputState.appendRune(char) })) u.window.SetScrollCallback(glfw.ToScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) { // As this function is called from GLFW callbacks, the current thread is main. u.m.Lock() defer u.m.Unlock() u.inputState.WheelX += xoff u.inputState.WheelY += yoff })) } // updateInput must be called from the main thread. func (u *userInterfaceImpl) updateInputState() error { u.m.Lock() defer u.m.Unlock() for uk, gk := range uiKeyToGLFWKey { u.inputState.KeyPressed[uk] = u.window.GetKey(gk) == glfw.Press } for gb, ub := range glfwMouseButtonToMouseButton { u.inputState.MouseButtonPressed[ub] = u.window.GetMouseButton(gb) == glfw.Press } cx, cy := u.window.GetCursorPos() // TODO: This is tricky. Rename the function? m := u.currentMonitor() s := u.deviceScaleFactor(m) cx = u.dipFromGLFWPixel(cx, m) cy = u.dipFromGLFWPixel(cy, m) cx, cy = u.context.adjustPosition(cx, cy, s) // AdjustPosition can return NaN at the initialization. if !math.IsNaN(cx) && !math.IsNaN(cy) { u.inputState.CursorX, u.inputState.CursorY = int(cx), int(cy) } if err := gamepad.Update(); err != nil { return err } return nil }