// Copyright 2018 The Ebiten Authors // // 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 inpututil provides utility functions of input like keyboard or mouse. // // Note: This package is experimental and API might be changed. package inpututil import ( "sort" "github.com/hajimehoshi/ebiten" "github.com/hajimehoshi/ebiten/internal/hooks" "github.com/hajimehoshi/ebiten/internal/sync" ) type inputState struct { keyDurations map[ebiten.Key]int prevKeyDurations map[ebiten.Key]int mouseButtonDurations map[ebiten.MouseButton]int prevMouseButtonDurations map[ebiten.MouseButton]int gamepadIDs map[int]struct{} prevGamepadIDs map[int]struct{} gamepadButtonDurations map[int]map[ebiten.GamepadButton]int prevGamepadButtonDurations map[int]map[ebiten.GamepadButton]int touchDurations map[int]int prevTouchDurations map[int]int m sync.RWMutex } var theInputState = &inputState{ keyDurations: map[ebiten.Key]int{}, prevKeyDurations: map[ebiten.Key]int{}, mouseButtonDurations: map[ebiten.MouseButton]int{}, prevMouseButtonDurations: map[ebiten.MouseButton]int{}, gamepadIDs: map[int]struct{}{}, prevGamepadIDs: map[int]struct{}{}, gamepadButtonDurations: map[int]map[ebiten.GamepadButton]int{}, prevGamepadButtonDurations: map[int]map[ebiten.GamepadButton]int{}, touchDurations: map[int]int{}, prevTouchDurations: map[int]int{}, } func init() { hooks.AppendHookOnBeforeUpdate(func() error { theInputState.update() return nil }) } func (i *inputState) update() { i.m.Lock() defer i.m.Unlock() // Keyboard for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ { i.prevKeyDurations[k] = i.keyDurations[k] if ebiten.IsKeyPressed(k) { i.keyDurations[k]++ } else { i.keyDurations[k] = 0 } } // Mouse for _, b := range []ebiten.MouseButton{ ebiten.MouseButtonLeft, ebiten.MouseButtonRight, ebiten.MouseButtonMiddle, } { i.prevMouseButtonDurations[b] = i.mouseButtonDurations[b] if ebiten.IsMouseButtonPressed(b) { i.mouseButtonDurations[b]++ } else { i.mouseButtonDurations[b] = 0 } } // Gamepads // Copy the gamepad IDs i.prevGamepadIDs = map[int]struct{}{} for id := range i.gamepadIDs { i.prevGamepadIDs[id] = struct{}{} } // Reset the previous states first since some gamepad IDs might be already gone. for id := range i.prevGamepadButtonDurations { for b := range i.prevGamepadButtonDurations[id] { i.prevGamepadButtonDurations[id][b] = 0 } } i.gamepadIDs = map[int]struct{}{} for _, id := range ebiten.GamepadIDs() { i.gamepadIDs[id] = struct{}{} if _, ok := i.prevGamepadButtonDurations[id]; !ok { i.prevGamepadButtonDurations[id] = map[ebiten.GamepadButton]int{} } if _, ok := i.gamepadButtonDurations[id]; !ok { i.gamepadButtonDurations[id] = map[ebiten.GamepadButton]int{} } n := ebiten.GamepadButtonNum(id) for b := ebiten.GamepadButton(0); b < ebiten.GamepadButton(n); b++ { i.prevGamepadButtonDurations[id][b] = i.gamepadButtonDurations[id][b] if ebiten.IsGamepadButtonPressed(id, b) { i.gamepadButtonDurations[id][b]++ } else { i.gamepadButtonDurations[id][b] = 0 } } } idsToDelete := []int{} for id := range i.gamepadButtonDurations { if _, ok := i.gamepadIDs[id]; !ok { idsToDelete = append(idsToDelete, id) } } for _, id := range idsToDelete { delete(i.gamepadButtonDurations, id) } // Touches ids := map[int]struct{}{} // Reset the previous states first since some gamepad IDs might be already gone. for id := range i.prevTouchDurations { i.prevTouchDurations[id] = 0 } for _, t := range ebiten.Touches() { ids[t.ID()] = struct{}{} i.prevTouchDurations[t.ID()] = i.touchDurations[t.ID()] i.touchDurations[t.ID()]++ } idsToDelete = []int{} for id := range i.touchDurations { if _, ok := ids[id]; !ok { idsToDelete = append(idsToDelete, id) } } for _, id := range idsToDelete { delete(i.touchDurations, id) } } // IsKeyJustPressed returns a boolean value indicating // whether the given key is pressed just in the current frame. // // IsKeyJustPressed is concurrent safe. func IsKeyJustPressed(key ebiten.Key) bool { return KeyPressDuration(key) == 1 } // IsKeyJustReleased returns a boolean value indicating // whether the given key is released just in the current frame. // // IsKeyJustReleased is concurrent safe. func IsKeyJustReleased(key ebiten.Key) bool { theInputState.m.RLock() r := theInputState.keyDurations[key] == 0 && theInputState.prevKeyDurations[key] > 0 theInputState.m.RUnlock() return r } // KeyPressDuration returns how long the key is pressed in frames. // // KeyPressDuration is concurrent safe. func KeyPressDuration(key ebiten.Key) int { theInputState.m.RLock() s := theInputState.keyDurations[key] theInputState.m.RUnlock() return s } // IsMouseButtonJustPressed returns a boolean value indicating // whether the given mouse button is pressed just in the current frame. // // IsMouseButtonJustPressed is concurrent safe. func IsMouseButtonJustPressed(button ebiten.MouseButton) bool { return MouseButtonPressDuration(button) == 1 } // IsMouseButtonJustReleased returns a boolean value indicating // whether the given mouse button is released just in the current frame. // // IsMouseButtonJustReleased is concurrent safe. func IsMouseButtonJustReleased(button ebiten.MouseButton) bool { theInputState.m.RLock() r := theInputState.mouseButtonDurations[button] == 0 && theInputState.prevMouseButtonDurations[button] > 0 theInputState.m.RUnlock() return r } // MouseButtonPressDuration returns how long the mouse button is pressed in frames. // // MouseButtonPressDuration is concurrent safe. func MouseButtonPressDuration(button ebiten.MouseButton) int { theInputState.m.RLock() s := theInputState.mouseButtonDurations[button] theInputState.m.RUnlock() return s } // JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current frame. // // JustConnectedGamepadIDs might return nil when there is no connected gamepad. // // JustConnectedGamepadIDs is concurrent safe. func JustConnectedGamepadIDs() []int { var ids []int theInputState.m.RLock() for id := range theInputState.gamepadIDs { if _, ok := theInputState.prevGamepadIDs[id]; !ok { ids = append(ids, id) } } theInputState.m.RUnlock() sort.Ints(ids) return ids } // IsGamepadJustDisconnected returns a boolean value indicating // whether the gamepad of the given id is released just in the current frame. // // IsGamepadJustDisconnected is concurrent safe. func IsGamepadJustDisconnected(id int) bool { theInputState.m.RLock() _, prev := theInputState.prevGamepadIDs[id] _, current := theInputState.gamepadIDs[id] theInputState.m.RUnlock() return prev && !current } // IsGamepadButtonJustPressed returns a boolean value indicating // whether the given gamepad button of the gamepad id is pressed just in the current frame. // // IsGamepadButtonJustPressed is concurrent safe. func IsGamepadButtonJustPressed(id int, button ebiten.GamepadButton) bool { return GamepadButtonPressDuration(id, button) == 1 } // IsGamepadButtonJustReleased returns a boolean value indicating // whether the given gamepad button of the gamepad id is released just in the current frame. // // IsGamepadButtonJustReleased is concurrent safe. func IsGamepadButtonJustReleased(id int, button ebiten.GamepadButton) bool { theInputState.m.RLock() prev := 0 if _, ok := theInputState.prevGamepadButtonDurations[id]; ok { prev = theInputState.prevGamepadButtonDurations[id][button] } current := 0 if _, ok := theInputState.gamepadButtonDurations[id]; ok { current = theInputState.gamepadButtonDurations[id][button] } theInputState.m.RUnlock() return current == 0 && prev > 0 } // GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in frames. // // GamepadButtonPressDuration is concurrent safe. func GamepadButtonPressDuration(id int, button ebiten.GamepadButton) int { theInputState.m.RLock() s := 0 if _, ok := theInputState.gamepadButtonDurations[id]; ok { s = theInputState.gamepadButtonDurations[id][button] } theInputState.m.RUnlock() return s } // JustPressedTouchIDs returns touch IDs that are created just in the current frame. // // JustPressedTouchIDs might return nil when there is not touch. // // JustPressedTouchIDs is concurrent safe. func JustPressedTouchIDs() []int { var ids []int theInputState.m.RLock() for id, s := range theInputState.touchDurations { if s == 1 { ids = append(ids, id) } } theInputState.m.RUnlock() sort.Ints(ids) return ids } // IsTouchJustReleased returns a boolean value indicating // whether the given touch is released just in the current frame. // // IsTouchJustReleased is concurrent safe. func IsTouchJustReleased(id int) bool { theInputState.m.RLock() r := theInputState.touchDurations[id] == 0 && theInputState.prevTouchDurations[id] > 0 theInputState.m.RUnlock() return r } // TouchDuration returns how long the touch remains in frames. // // TouchDuration is concurrent safe. func TouchDuration(id int) int { theInputState.m.RLock() s := theInputState.touchDurations[id] theInputState.m.RUnlock() return s }