// 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.MouseButton4: MouseButton3, glfw.MouseButton5: MouseButton4, } func (u *userInterfaceImpl) registerInputCallbacks() error { if _, err := u.window.SetCharModsCallback(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) }); err != nil { return err } if _, err := u.window.SetScrollCallback(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 }); err != nil { return err } return nil } func (u *userInterfaceImpl) updateInputState() error { var err error u.mainThread.Call(func() { err = u.updateInputStateImpl() }) return err } // updateInputStateImpl must be called from the main thread. func (u *userInterfaceImpl) updateInputStateImpl() error { u.m.Lock() defer u.m.Unlock() for uk, gk := range uiKeyToGLFWKey { s, err := u.window.GetKey(gk) if err != nil { return err } u.inputState.KeyPressed[uk] = s == glfw.Press } for gb, ub := range glfwMouseButtonToMouseButton { s, err := u.window.GetMouseButton(gb) if err != nil { return err } u.inputState.MouseButtonPressed[ub] = s == glfw.Press } m, err := u.currentMonitor() if err != nil { return err } s := m.deviceScaleFactor() cx, cy := u.savedCursorX, u.savedCursorY defer func() { u.savedCursorX = math.NaN() u.savedCursorY = math.NaN() }() if !math.IsNaN(cx) && !math.IsNaN(cy) { cx2, cy2 := u.context.logicalPositionToClientPosition(cx, cy, s) cx2 = dipToGLFWPixel(cx2, m) cy2 = dipToGLFWPixel(cy2, m) if err := u.window.SetCursorPos(cx2, cy2); err != nil { return err } } else { cx2, cy2, err := u.window.GetCursorPos() if err != nil { return err } cx2 = dipFromGLFWPixel(cx2, m) cy2 = dipFromGLFWPixel(cy2, m) cx, cy = u.context.clientPositionToLogicalPosition(cx2, cy2, s) } // AdjustPosition can return NaN at the initialization. if !math.IsNaN(cx) && !math.IsNaN(cy) { u.inputState.CursorX, u.inputState.CursorY = cx, cy } if err := gamepad.Update(); err != nil { return err } return nil } func KeyName(key Key) string { return theUI.keyName(key) } func (u *userInterfaceImpl) keyName(key Key) string { if !u.isRunning() { return "" } gk, ok := uiKeyToGLFWKey[key] if !ok { return "" } var name string u.mainThread.Call(func() { if u.isTerminated() { return } n, err := glfw.GetKeyName(gk, 0) if err != nil { theGlobalState.setError(err) return } name = n }) return name } func (u *userInterfaceImpl) saveCursorPosition() { u.m.Lock() defer u.m.Unlock() u.savedCursorX = u.inputState.CursorX u.savedCursorY = u.inputState.CursorY }