// 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/internal/input" "github.com/hajimehoshi/ebiten/internal/ui" ) // InputChars return "printable" runes read from the keyboard at the time update is called. // // InputChars 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. // // This function is concurrent-safe. func InputChars() []rune { rb := input.Get().RuneBuffer() return append(make([]rune, 0, len(rb)), rb...) } // IsKeyPressed returns a boolean indicating whether key is pressed. // // This function is concurrent-safe. func IsKeyPressed(key Key) bool { return input.Get().IsKeyPressed(input.Key(key)) } // CursorPosition returns a position of a mouse cursor. // // This function is concurrent-safe. func CursorPosition() (x, y int) { return ui.AdjustedCursorPosition() } // IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed. // // This function is concurrent-safe. // // Note that touch events not longer affect this function's result as of 1.4.0-alpha. // Use Touches instead. func IsMouseButtonPressed(mouseButton MouseButton) bool { return input.Get().IsMouseButtonPressed(input.MouseButton(mouseButton)) } // GamepadIDs returns a slice indicating available gamepad IDs. // // This function is concurrent-safe. // // This function always returns an empty slice on mobiles. func GamepadIDs() []int { return input.Get().GamepadIDs() } // GamepadAxisNum returns the number of axes of the gamepad (id). // // This function is concurrent-safe. // // This function always returns 0 on mobiles. func GamepadAxisNum(id int) int { return input.Get().GamepadAxisNum(id) } // GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis). // // This function is concurrent-safe. // // This function always returns 0 on mobiles. func GamepadAxis(id int, axis int) float64 { return input.Get().GamepadAxis(id, axis) } // GamepadButtonNum returns the number of the buttons of the given gamepad (id). // // This function is concurrent-safe. // // This function always returns 0 on mobiles. func GamepadButtonNum(id int) int { return input.Get().GamepadButtonNum(id) } // IsGamepadButtonPressed returns the boolean indicating the given button of the gamepad (id) is pressed or not. // // This function is concurrent-safe. // // The button states vary depending on environments. // There can be differences even between Chrome and Firefox. // Don't assume that returned values are always same when same buttons are pressed. // // This function always returns false on mobiles. func IsGamepadButtonPressed(id int, button GamepadButton) bool { return input.Get().IsGamepadButtonPressed(id, input.GamepadButton(button)) } // Touch represents a touch state. type Touch interface { // ID returns an identifier for one stroke. ID() int // Position returns the position of the touch. Position() (x, y int) } // Touches returns the current touch states. // // Touches always returns nil on desktops. func Touches() []Touch { t := ui.AdjustedTouches() tt := make([]Touch, len(t)) for i := 0; i < len(tt); i++ { tt[i] = t[i] } return tt }