// Copyright 2016 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 android ios package mobile import ( "github.com/hajimehoshi/ebiten/internal/driver" ) type pos struct { X int Y int } type Input struct { cursorX int cursorY int keys map[driver.Key]struct{} runes []rune touches map[int]pos gamepads []Gamepad ui *UserInterface } func (i *Input) CursorPosition() (x, y int) { i.ui.m.RLock() defer i.ui.m.RUnlock() return i.ui.adjustPosition(i.cursorX, i.cursorY) } func (i *Input) GamepadIDs() []int { i.ui.m.RLock() defer i.ui.m.RUnlock() ids := make([]int, 0, len(i.gamepads)) for _, g := range i.gamepads { ids = append(ids, g.ID) } return ids } func (i *Input) GamepadSDLID(id int) string { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, g := range i.gamepads { if g.ID != id { continue } return g.SDLID } return "" } func (i *Input) GamepadName(id int) string { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, g := range i.gamepads { if g.ID != id { continue } return g.Name } return "" } func (i *Input) GamepadAxisNum(id int) int { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, g := range i.gamepads { if g.ID != id { continue } return g.AxisNum } return 0 } func (i *Input) GamepadAxis(id int, axis int) float64 { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, g := range i.gamepads { if g.ID != id { continue } if g.AxisNum <= int(axis) { return 0 } return float64(g.Axes[axis]) } return 0 } func (i *Input) GamepadButtonNum(id int) int { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, g := range i.gamepads { if g.ID != id { continue } return g.ButtonNum } return 0 } func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool { i.ui.m.RLock() defer i.ui.m.RUnlock() for _, g := range i.gamepads { if g.ID != id { continue } if g.ButtonNum <= int(button) { return false } return g.Buttons[button] } return false } func (i *Input) TouchIDs() []int { i.ui.m.RLock() defer i.ui.m.RUnlock() if len(i.touches) == 0 { return nil } var ids []int for id := range i.touches { ids = append(ids, id) } return ids } func (i *Input) TouchPosition(id int) (x, y int) { i.ui.m.RLock() defer i.ui.m.RUnlock() for tid, pos := range i.touches { if id == tid { return i.ui.adjustPosition(pos.X, pos.Y) } } return 0, 0 } func (i *Input) RuneBuffer() []rune { return i.runes } func (i *Input) IsKeyPressed(key driver.Key) bool { i.ui.m.RLock() defer i.ui.m.RUnlock() if i.keys == nil { return false } _, ok := i.keys[key] return ok } func (i *Input) Wheel() (xoff, yoff float64) { return 0, 0 } func (i *Input) IsMouseButtonPressed(key driver.MouseButton) bool { return false } func (i *Input) update(keys map[driver.Key]struct{}, runes []rune, touches []*Touch, gamepads []Gamepad) { i.ui.m.Lock() defer i.ui.m.Unlock() i.keys = map[driver.Key]struct{}{} for k := range keys { i.keys[k] = struct{}{} } i.runes = make([]rune, len(runes)) copy(i.runes, runes) i.touches = map[int]pos{} for _, t := range touches { i.touches[t.ID] = pos{ X: t.X, Y: t.Y, } } i.gamepads = make([]Gamepad, len(gamepads)) copy(i.gamepads, gamepads) } func (i *Input) resetForFrame() { i.runes = nil }