// 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. // +build darwin freebsd linux windows // +build !js // +build !android // +build !ios package ui import ( "sync" "unicode" glfw "github.com/go-gl/glfw/v3.2/glfw" ) type Input struct { keyPressed map[glfw.Key]bool mouseButtonPressed map[glfw.MouseButton]bool cursorX int cursorY int gamepads [16]gamePad touches []touch runeBuffer []rune m sync.RWMutex } func (i *Input) RuneBuffer() []rune { i.m.RLock() defer i.m.RUnlock() return i.runeBuffer } func (i *Input) IsKeyPressed(key Key) bool { i.m.RLock() defer i.m.RUnlock() if i.keyPressed == nil { i.keyPressed = map[glfw.Key]bool{} } for gk, k := range glfwKeyCodeToKey { if k != key { continue } if i.keyPressed[gk] { return true } } return false } func (i *Input) IsMouseButtonPressed(button MouseButton) bool { i.m.RLock() defer i.m.RUnlock() if i.mouseButtonPressed == nil { i.mouseButtonPressed = map[glfw.MouseButton]bool{} } for gb, b := range glfwMouseButtonToMouseButton { if b != button { continue } if i.mouseButtonPressed[gb] { return true } } return false } var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{ glfw.MouseButtonLeft: MouseButtonLeft, glfw.MouseButtonRight: MouseButtonRight, glfw.MouseButtonMiddle: MouseButtonMiddle, } func (i *Input) update(window *glfw.Window, scale float64) { i.m.Lock() defer i.m.Unlock() if i.runeBuffer == nil { i.runeBuffer = make([]rune, 0, 1024) window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) { if unicode.IsPrint(char) { i.m.Lock() i.runeBuffer = append(i.runeBuffer, char) i.m.Unlock() } }) } if i.keyPressed == nil { i.keyPressed = map[glfw.Key]bool{} } for gk := range glfwKeyCodeToKey { i.keyPressed[gk] = window.GetKey(gk) == glfw.Press } if i.mouseButtonPressed == nil { i.mouseButtonPressed = map[glfw.MouseButton]bool{} } for gb := range glfwMouseButtonToMouseButton { i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press } x, y := window.GetCursorPos() i.cursorX = int(x / scale) i.cursorY = int(y / scale) for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ { if !glfw.JoystickPresent(id) { continue } axes32 := glfw.GetJoystickAxes(id) i.gamepads[id].axisNum = len(axes32) for a := 0; a < len(i.gamepads[id].axes); a++ { if len(axes32) <= a { i.gamepads[id].axes[a] = 0 continue } i.gamepads[id].axes[a] = float64(axes32[a]) } buttons := glfw.GetJoystickButtons(id) i.gamepads[id].buttonNum = len(buttons) for b := 0; b < len(i.gamepads[id].buttonPressed); b++ { if len(buttons) <= b { i.gamepads[id].buttonPressed[b] = false continue } i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press } } }