// 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 glfw import ( "sync" "unicode" "github.com/hajimehoshi/ebiten/internal/driver" "github.com/hajimehoshi/ebiten/internal/glfw" ) type gamePad struct { valid bool guid string name string axisNum int axes [16]float64 buttonNum int buttonPressed [256]bool } type Input struct { keyPressed map[glfw.Key]bool mouseButtonPressed map[glfw.MouseButton]bool onceCallback sync.Once scrollX float64 scrollY float64 cursorX int cursorY int gamepads [16]gamePad touches map[int]pos // TODO: Implement this (#417) runeBuffer []rune ui *UserInterface } type pos struct { X int Y int } func (i *Input) CursorPosition() (x, y int) { if !i.ui.isRunning() { return 0, 0 } var cx, cy int _ = i.ui.t.Call(func() error { cx, cy = i.cursorX, i.cursorY return nil }) return cx, cy } func (i *Input) GamepadIDs() []int { if !i.ui.isRunning() { return nil } var r []int _ = i.ui.t.Call(func() error { for id, g := range i.gamepads { if g.valid { r = append(r, id) } } return nil }) return r } func (i *Input) GamepadSDLID(id int) string { if !i.ui.isRunning() { return "" } var r string _ = i.ui.t.Call(func() error { if len(i.gamepads) <= id { return nil } r = i.gamepads[id].guid return nil }) return r } func (i *Input) GamepadName(id int) string { if !i.ui.isRunning() { return "" } var r string _ = i.ui.t.Call(func() error { if len(i.gamepads) <= id { return nil } r = i.gamepads[id].name return nil }) return r } func (i *Input) GamepadAxisNum(id int) int { if !i.ui.isRunning() { return 0 } var r int _ = i.ui.t.Call(func() error { if len(i.gamepads) <= id { return nil } r = i.gamepads[id].axisNum return nil }) return r } func (i *Input) GamepadAxis(id int, axis int) float64 { if !i.ui.isRunning() { return 0 } var r float64 _ = i.ui.t.Call(func() error { if len(i.gamepads) <= id { return nil } r = i.gamepads[id].axes[axis] return nil }) return r } func (i *Input) GamepadButtonNum(id int) int { if !i.ui.isRunning() { return 0 } var r int _ = i.ui.t.Call(func() error { if len(i.gamepads) <= id { return nil } r = i.gamepads[id].buttonNum return nil }) return r } func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool { if !i.ui.isRunning() { return false } var r bool _ = i.ui.t.Call(func() error { if len(i.gamepads) <= id { return nil } r = i.gamepads[id].buttonPressed[button] return nil }) return r } func (i *Input) TouchIDs() []int { if !i.ui.isRunning() { return nil } var ids []int _ = i.ui.t.Call(func() error { if len(i.touches) == 0 { return nil } for id := range i.touches { ids = append(ids, id) } return nil }) return ids } func (i *Input) TouchPosition(id int) (x, y int) { if !i.ui.isRunning() { return 0, 0 } var found bool var p pos _ = i.ui.t.Call(func() error { for tid, pos := range i.touches { if id == tid { p = pos found = true break } } return nil }) if !found { return 0, 0 } return p.X, p.Y } func (i *Input) RuneBuffer() []rune { if !i.ui.isRunning() { return nil } var r []rune _ = i.ui.t.Call(func() error { r = i.runeBuffer return nil }) return r } func (i *Input) resetForFrame() { if !i.ui.isRunning() { return } _ = i.ui.t.Call(func() error { i.runeBuffer = i.runeBuffer[:0] i.scrollX, i.scrollY = 0, 0 return nil }) } func (i *Input) IsKeyPressed(key driver.Key) bool { if !i.ui.isRunning() { return false } var r bool _ = i.ui.t.Call(func() error { if i.keyPressed == nil { i.keyPressed = map[glfw.Key]bool{} } gk, ok := driverKeyToGLFWKey[key] if ok && i.keyPressed[gk] { r = true return nil } return nil }) return r } func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool { if !i.ui.isRunning() { return false } var r bool _ = i.ui.t.Call(func() error { if i.mouseButtonPressed == nil { i.mouseButtonPressed = map[glfw.MouseButton]bool{} } for gb, b := range glfwMouseButtonToMouseButton { if b != button { continue } if i.mouseButtonPressed[gb] { r = true return nil } } return nil }) return r } func (i *Input) Wheel() (xoff, yoff float64) { if !i.ui.isRunning() { return 0, 0 } _ = i.ui.t.Call(func() error { xoff, yoff = i.scrollX, i.scrollY return nil }) return } var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{ glfw.MouseButtonLeft: driver.MouseButtonLeft, glfw.MouseButtonRight: driver.MouseButtonRight, glfw.MouseButtonMiddle: driver.MouseButtonMiddle, } func (i *Input) appendRuneBuffer(char rune) { // As this function is called from GLFW callbacks, the current thread is main. if !unicode.IsPrint(char) { return } i.runeBuffer = append(i.runeBuffer, char) } func (i *Input) setWheel(xoff, yoff float64) { // As this function is called from GLFW callbacks, the current thread is main. i.scrollX = xoff i.scrollY = yoff } func (i *Input) update(window *glfw.Window, context driver.UIContext) { var cx, cy float64 _ = i.ui.t.Call(func() error { i.onceCallback.Do(func() { window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) { i.appendRuneBuffer(char) }) window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) { i.setWheel(xoff, yoff) }) }) if i.keyPressed == nil { i.keyPressed = map[glfw.Key]bool{} } for gk := range glfwKeyToDriverKey { 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 } cx, cy = window.GetCursorPos() // TODO: This is tricky. Rename the function? cx = i.ui.fromGLFWMonitorPixel(cx) cy = i.ui.fromGLFWMonitorPixel(cy) return nil }) cx, cy = context.AdjustPosition(cx, cy) _ = i.ui.t.Call(func() error { i.cursorX, i.cursorY = int(cx), int(cy) for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ { i.gamepads[id].valid = false if !id.Present() { continue } buttons := id.GetButtons() // A gamepad can be detected even though there are not. Apparently, some special devices are // recognized as gamepads by GLFW. In this case, the number of the 'buttons' can exceeds the // maximum. Skip such devices as a tentative solution (#1173). if len(buttons) > driver.GamepadButtonNum { continue } i.gamepads[id].valid = true 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 } axes32 := id.GetAxes() 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]) } // Note that GLFW's gamepad GUID follows SDL's GUID. i.gamepads[id].guid = id.GetGUID() i.gamepads[id].name = id.GetName() } return nil }) }