// Copyright 2014 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/graphics" "github.com/hajimehoshi/ebiten/internal/opengl" "github.com/hajimehoshi/ebiten/internal/ui" "image" ) // IsKeyPressed returns a boolean indicating whether key is pressed. func IsKeyPressed(key Key) bool { return ui.IsKeyPressed(ui.Key(key)) } // CursorPosition returns a position of a mouse cursor. func CursorPosition() (x, y int) { return ui.CursorPosition() } // IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed. func IsMouseButtonPressed(mouseButton MouseButton) bool { return ui.IsMouseButtonPressed(ui.MouseButton(mouseButton)) } // GamepadAxisNum returns the number of axes of the gamepad. // // NOTE: Gamepad API is available only on desktops, Chrome and Firefox. // To use this API, browsers might require rebooting the browser. func GamepadAxisNum(id int) int { return ui.GamepadAxisNum(id) } // GamepadAxis returns the float value [-1.0 - 1.0] of the axis. // // NOTE: Gamepad API is available only on desktops, Chrome and Firefox. // To use this API, browsers might require rebooting the browser. func GamepadAxis(id int, axis int) float64 { return ui.GamepadAxis(id, axis) } // GamepadButtonNum returns the number of the buttons of the gamepad. // // NOTE: Gamepad API is available only on desktops, Chrome and Firefox. // To use this API, browsers might require rebooting the browser. func GamepadButtonNum(id int) int { return ui.GamepadButtonNum(id) } // IsGamepadButtonPressed returns the boolean indicating the buttons is pressed or not. // // NOTE: Gamepad API is available only on desktops, Chrome and Firefox. // To use this API, browsers might require rebooting the browser. func IsGamepadButtonPressed(id int, button GamepadButton) bool { return ui.IsGamepadButtonPressed(id, ui.GamepadButton(button)) } // NewImage returns an empty image. // // NewImage generates a new texture and a new framebuffer. // Be careful that image objects will never be released // even though nothing refers the image object and GC works. // It is because there is no way to define finalizers for Go objects if you use GopherJS. func NewImage(width, height int, filter Filter) (*Image, error) { var img *Image var err error ui.Use(func(c *opengl.Context) { var texture *graphics.Texture var framebuffer *graphics.Framebuffer texture, err = graphics.NewTexture(c, width, height, glFilter(c, filter)) if err != nil { return } framebuffer, err = graphics.NewFramebufferFromTexture(c, texture) if err != nil { return } img = &Image{framebuffer: framebuffer, texture: texture} }) if err != nil { return nil, err } if err := img.Clear(); err != nil { return nil, err } return img, nil } // NewImageFromImage creates a new image with the given image (img). func NewImageFromImage(img image.Image, filter Filter) (*Image, error) { var eimg *Image var err error ui.Use(func(c *opengl.Context) { var texture *graphics.Texture var framebuffer *graphics.Framebuffer texture, err = graphics.NewTextureFromImage(c, img, glFilter(c, filter)) if err != nil { return } framebuffer, err = graphics.NewFramebufferFromTexture(c, texture) if err != nil { return } eimg = &Image{framebuffer: framebuffer, texture: texture} }) if err != nil { return nil, err } return eimg, nil }