// 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 ebiten import ( "github.com/hajimehoshi/ebiten/v2/internal/driver" ) // AppendInputChars appends "printable" runes, read from the keyboard at the time update is called, to runes, // and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendInputChars represents the environment's locale-dependent translation of keyboard // input to Unicode characters. // // IsKeyPressed is based on a mapping of device (US keyboard) codes to input device keys. // "Control" and modifier keys should be handled with IsKeyPressed. // // AppendInputChars is concurrent-safe. // // On Android (ebitenmobile), EbitenView must be focusable to enable to handle keyboard keys. // // Keyboards don't work on iOS yet (#1090). func AppendInputChars(runes []rune) []rune { return uiDriver().Input().AppendInputChars(runes) } // InputChars return "printable" runes read from the keyboard at the time update is called. // // Deprecated: as of v2.2. Use AppendInputChars instead. func InputChars() []rune { return AppendInputChars(nil) } // IsKeyPressed returns a boolean indicating whether key is pressed. // // If you want to know whether the key started being pressed in the current frame, // use inpututil.IsKeyJustPressed // // Known issue: On Edge browser, some keys don't work well: // // - KeyKPEnter and KeyKPEqual are recognized as KeyEnter and KeyEqual. // - KeyPrintScreen is only treated at keyup event. // // IsKeyPressed is concurrent-safe. // // On Android (ebitenmobile), EbitenView must be focusable to enable to handle keyboard keys. // // Keyboards don't work on iOS yet (#1090). func IsKeyPressed(key Key) bool { if !key.isValid() { return false } var keys []driver.Key switch key { case KeyAlt: keys = []driver.Key{driver.KeyAltLeft, driver.KeyAltRight} case KeyControl: keys = []driver.Key{driver.KeyControlLeft, driver.KeyControlRight} case KeyShift: keys = []driver.Key{driver.KeyShiftLeft, driver.KeyShiftRight} case KeyMeta: keys = []driver.Key{driver.KeyMetaLeft, driver.KeyMetaRight} default: keys = []driver.Key{driver.Key(key)} } for _, k := range keys { if uiDriver().Input().IsKeyPressed(k) { return true } } return false } // CursorPosition returns a position of a mouse cursor relative to the game screen (window). The cursor position is // 'logical' position and this considers the scale of the screen. // // CursorPosition returns (0, 0) before the main loop on desktops and browsers. // // CursorPosition always returns (0, 0) on mobiles. // // CursorPosition is concurrent-safe. func CursorPosition() (x, y int) { return uiDriver().Input().CursorPosition() } // Wheel returns x and y offsets of the mouse wheel or touchpad scroll. // It returns 0 if the wheel isn't being rolled. // // Wheel is concurrent-safe. func Wheel() (xoff, yoff float64) { return uiDriver().Input().Wheel() } // IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed. // // If you want to know whether the mouseButton started being pressed in the current frame, // use inpututil.IsMouseButtonJustPressed // // IsMouseButtonPressed is concurrent-safe. func IsMouseButtonPressed(mouseButton MouseButton) bool { return uiDriver().Input().IsMouseButtonPressed(mouseButton) } // GamepadID represents a gamepad's identifier. type GamepadID = driver.GamepadID // GamepadSDLID returns a string with the GUID generated in the same way as SDL. // To detect devices, see also the community project of gamepad devices database: https://github.com/gabomdq/SDL_GameControllerDB // // GamepadSDLID always returns an empty string on browsers and mobiles. // // GamepadSDLID is concurrent-safe. func GamepadSDLID(id GamepadID) string { return uiDriver().Input().GamepadSDLID(id) } // GamepadName returns a string with the name. // This function may vary in how it returns descriptions for the same device across platforms. // for example the following drivers/platforms see a Xbox One controller as the following: // // - Windows: "Xbox Controller" // - Chrome: "Xbox 360 Controller (XInput STANDARD GAMEPAD)" // - Firefox: "xinput" // // GamepadName always returns an empty string on iOS. // // GamepadName is concurrent-safe. func GamepadName(id GamepadID) string { return uiDriver().Input().GamepadName(id) } // AppendGamepadIDs appends available gamepad IDs to gamepadIDs, and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // AppendGamepadIDs is concurrent-safe. // // AppendGamepadIDs doesn't append anything on iOS. func AppendGamepadIDs(gamepadIDs []GamepadID) []GamepadID { return uiDriver().Input().AppendGamepadIDs(gamepadIDs) } // GamepadIDs returns a slice indicating available gamepad IDs. // // Deprecated: as of v2.2. Use AppendGamepadIDs instead. func GamepadIDs() []GamepadID { return AppendGamepadIDs(nil) } // GamepadAxisNum returns the number of axes of the gamepad (id). // // GamepadAxisNum is concurrent-safe. // // GamepadAxisNum always returns 0 on iOS. func GamepadAxisNum(id GamepadID) int { return uiDriver().Input().GamepadAxisNum(id) } // GamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis). // // GamepadAxisValue is concurrent-safe. // // GamepadAxisValue always returns 0 on iOS. func GamepadAxisValue(id GamepadID, axis int) float64 { return uiDriver().Input().GamepadAxisValue(id, axis) } // GamepadAxis returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis). // // Deprecated: as of v2.2. Use GamepadAxisValue instead. func GamepadAxis(id GamepadID, axis int) float64 { return GamepadAxisValue(id, axis) } // GamepadButtonNum returns the number of the buttons of the given gamepad (id). // // GamepadButtonNum is concurrent-safe. // // GamepadButtonNum always returns 0 on iOS. func GamepadButtonNum(id GamepadID) int { return uiDriver().Input().GamepadButtonNum(id) } // IsGamepadButtonPressed reports whether the given button of the gamepad (id) is pressed or not. // // If you want to know whether the given button of gamepad (id) started being pressed in the current frame, // use inpututil.IsGamepadButtonJustPressed // // IsGamepadButtonPressed is concurrent-safe. // // The relationships between physical buttons and buttion IDs depend on environments. // There can be differences even between Chrome and Firefox. // // IsGamepadButtonPressed always returns false on iOS. func IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool { return uiDriver().Input().IsGamepadButtonPressed(id, button) } // StandardGamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s standard axis (axis). // // StandardGamepadAxisValue returns 0 when the gamepad doesn't have a standard gamepad layout mapping. // // StandardGamepadAxisValue is concurrent safe. func StandardGamepadAxisValue(id GamepadID, axis StandardGamepadAxis) float64 { return uiDriver().Input().StandardGamepadAxisValue(id, axis) } // IsStandardGamepadButtonPressed reports whether the given gamepad (id)'s standard gamepad button (button) is pressed. // // IsStandardGamepadButtonPressed returns false when the gamepad doesn't have a standard gamepad layout mapping. // // IsStandardGamepadButtonPressed is concurrent safe. func IsStandardGamepadButtonPressed(id GamepadID, button StandardGamepadButton) bool { return uiDriver().Input().IsStandardGamepadButtonPressed(id, button) } // IsStandardGamepadLayoutAvailable reports whether the gamepad (id) has a standard gamepad layout mapping. // // IsStandardGamepadLayoutAvailable is concurrent-safe. func IsStandardGamepadLayoutAvailable(id GamepadID) bool { return uiDriver().Input().IsStandardGamepadLayoutAvailable(id) } // UpdateStandardGamepadLayoutMappings updates the gamepad layout definitions using a set of definitions in SDL_GameControllerDB format. // // Multiple input definitions can be provided separated by newlines. // In particular, it is valid to pass an entire gamecontrollerdb.txt file. // // Note though that Ebiten already includes its own copy of this file, // so this call should only be necessary to add mappings for hardware not supported yet; // ideally games using the StandardGamepad functions should allow the user to provide mappings and then call this function if provided. // When using this facility to support new hardware, please also send a pull request to https://github.com/gabomdq/SDL_GameControllerDB to make your mapping available to everyone else. // // UpdateStandardGamepadLayoutMappings reports whether the mappings were applied, and returns an error in case any occurred while parsing the mappings. // // On platforms where gamepad mappings are not managed by Ebiten, this always returns false and nil. // // UpdateStandardGamepadLayoutMappings must be called on the main thread before ebiten.Run, and is concurrent-safe after ebiten.Run. // // Updated mappings take effect immediately even for already connected gamepads. func UpdateStandardGamepadLayoutMappings(mappings string) (bool, error) { return uiDriver().Input().UpdateStandardGamepadLayoutMappings(mappings) } // TouchID represents a touch's identifier. type TouchID = driver.TouchID // AppendTouchIDs appends the current touch states to touches, and returns the extended buffer. // Giving a slice that already has enough capacity works efficiently. // // If you want to know whether a touch started being pressed in the current frame, // use inpututil.JustPressedTouchIDs // // AppendTouchIDs doesn't append anything when there are no touches. // AppendTouchIDs always does nothing on desktops. // // AppendTouchIDs is concurrent-safe. func AppendTouchIDs(touches []TouchID) []TouchID { return uiDriver().Input().AppendTouchIDs(touches) } // TouchIDs returns the current touch states. // // Deperecated: as of v2.2. Use AppendTouchIDs instead. func TouchIDs() []TouchID { return AppendTouchIDs(nil) } // TouchPosition returns the position for the touch of the specified ID. // // If the touch of the specified ID is not present, TouchPosition returns (0, 0). // // TouchPosition is cuncurrent-safe. func TouchPosition(id TouchID) (int, int) { return uiDriver().Input().TouchPosition(id) }