mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
6f87e49bb8
This reverts these commits: *700d478665
*e583d28a82
*4749fc4193
Reason: This fix is not needed for 2.2. See #2039
449 lines
14 KiB
Go
449 lines
14 KiB
Go
// Copyright 2018 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// Package inpututil provides utility functions of input like keyboard or mouse.
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package inpututil
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import (
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"sort"
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"sync"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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)
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type inputState struct {
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keyDurations []int
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prevKeyDurations []int
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mouseButtonDurations map[ebiten.MouseButton]int
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prevMouseButtonDurations map[ebiten.MouseButton]int
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gamepadIDs map[ebiten.GamepadID]struct{}
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prevGamepadIDs map[ebiten.GamepadID]struct{}
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gamepadButtonDurations map[ebiten.GamepadID][]int
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prevGamepadButtonDurations map[ebiten.GamepadID][]int
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standardGamepadButtonDurations map[ebiten.GamepadID][]int
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prevStandardGamepadButtonDurations map[ebiten.GamepadID][]int
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touchIDs map[ebiten.TouchID]struct{}
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touchDurations map[ebiten.TouchID]int
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prevTouchDurations map[ebiten.TouchID]int
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gamepadIDsBuf []ebiten.GamepadID
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touchIDsBuf []ebiten.TouchID
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m sync.RWMutex
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}
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var theInputState = &inputState{
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keyDurations: make([]int, ebiten.KeyMax+1),
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prevKeyDurations: make([]int, ebiten.KeyMax+1),
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mouseButtonDurations: map[ebiten.MouseButton]int{},
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prevMouseButtonDurations: map[ebiten.MouseButton]int{},
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gamepadIDs: map[ebiten.GamepadID]struct{}{},
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prevGamepadIDs: map[ebiten.GamepadID]struct{}{},
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gamepadButtonDurations: map[ebiten.GamepadID][]int{},
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prevGamepadButtonDurations: map[ebiten.GamepadID][]int{},
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standardGamepadButtonDurations: map[ebiten.GamepadID][]int{},
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prevStandardGamepadButtonDurations: map[ebiten.GamepadID][]int{},
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touchIDs: map[ebiten.TouchID]struct{}{},
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touchDurations: map[ebiten.TouchID]int{},
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prevTouchDurations: map[ebiten.TouchID]int{},
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}
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func init() {
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hooks.AppendHookOnBeforeUpdate(func() error {
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theInputState.update()
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return nil
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})
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}
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func (i *inputState) update() {
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i.m.Lock()
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defer i.m.Unlock()
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// Keyboard
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copy(i.prevKeyDurations[:], i.keyDurations[:])
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for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
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if ebiten.IsKeyPressed(k) {
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i.keyDurations[k]++
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} else {
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i.keyDurations[k] = 0
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}
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}
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// Mouse
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for _, b := range []ebiten.MouseButton{
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ebiten.MouseButtonLeft,
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ebiten.MouseButtonRight,
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ebiten.MouseButtonMiddle,
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} {
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i.prevMouseButtonDurations[b] = i.mouseButtonDurations[b]
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if ebiten.IsMouseButtonPressed(b) {
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i.mouseButtonDurations[b]++
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} else {
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i.mouseButtonDurations[b] = 0
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}
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}
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// Gamepads
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// Copy the gamepad IDs.
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for id := range i.prevGamepadIDs {
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delete(i.prevGamepadIDs, id)
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}
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for id := range i.gamepadIDs {
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i.prevGamepadIDs[id] = struct{}{}
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}
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// Copy the gamepad button durations.
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for id := range i.prevGamepadButtonDurations {
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delete(i.prevGamepadButtonDurations, id)
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}
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for id, ds := range i.gamepadButtonDurations {
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i.prevGamepadButtonDurations[id] = append([]int{}, ds...)
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}
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for id := range i.prevStandardGamepadButtonDurations {
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delete(i.prevStandardGamepadButtonDurations, id)
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}
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for id, ds := range i.standardGamepadButtonDurations {
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i.prevStandardGamepadButtonDurations[id] = append([]int{}, ds...)
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}
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for id := range i.gamepadIDs {
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delete(i.gamepadIDs, id)
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}
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i.gamepadIDsBuf = ebiten.AppendGamepadIDs(i.gamepadIDsBuf[:0])
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for _, id := range i.gamepadIDsBuf {
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i.gamepadIDs[id] = struct{}{}
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if _, ok := i.gamepadButtonDurations[id]; !ok {
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i.gamepadButtonDurations[id] = make([]int, ebiten.GamepadButtonMax+1)
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}
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n := ebiten.GamepadButtonNum(id)
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for b := ebiten.GamepadButton(0); b < ebiten.GamepadButton(n); b++ {
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if ebiten.IsGamepadButtonPressed(id, b) {
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i.gamepadButtonDurations[id][b]++
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} else {
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i.gamepadButtonDurations[id][b] = 0
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}
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}
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if _, ok := i.standardGamepadButtonDurations[id]; !ok {
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i.standardGamepadButtonDurations[id] = make([]int, ebiten.StandardGamepadButtonMax+1)
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}
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for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
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if ebiten.IsStandardGamepadButtonPressed(id, b) {
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i.standardGamepadButtonDurations[id][b]++
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} else {
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i.standardGamepadButtonDurations[id][b] = 0
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}
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}
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}
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for id := range i.gamepadButtonDurations {
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if _, ok := i.gamepadIDs[id]; !ok {
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delete(i.gamepadButtonDurations, id)
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}
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}
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for id := range i.standardGamepadButtonDurations {
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if _, ok := i.gamepadIDs[id]; !ok {
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delete(i.standardGamepadButtonDurations, id)
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}
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}
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// Touches
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// Copy the touch durations.
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for id := range i.prevTouchDurations {
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delete(i.prevTouchDurations, id)
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}
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for id := range i.touchDurations {
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i.prevTouchDurations[id] = i.touchDurations[id]
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}
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for id := range i.touchIDs {
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delete(i.touchIDs, id)
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}
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i.touchIDsBuf = ebiten.AppendTouchIDs(i.touchIDsBuf[:0])
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for _, id := range i.touchIDsBuf {
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i.touchIDs[id] = struct{}{}
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i.touchDurations[id]++
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}
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for id := range i.touchDurations {
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if _, ok := i.touchIDs[id]; !ok {
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delete(i.touchDurations, id)
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}
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}
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}
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// AppendPressedKeys append currently pressed keyboard keys to keys and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendPressedKeys is concurrent safe.
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func AppendPressedKeys(keys []ebiten.Key) []ebiten.Key {
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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for i, d := range theInputState.keyDurations {
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if d == 0 {
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continue
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}
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keys = append(keys, ebiten.Key(i))
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}
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return keys
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}
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// PressedKeys returns a set of currently pressed keyboard keys.
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//
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// Deprecated: as of v2.2. Use AppendPressedKeys instead.
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func PressedKeys() []ebiten.Key {
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return AppendPressedKeys(nil)
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}
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// IsKeyJustPressed returns a boolean value indicating
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// whether the given key is pressed just in the current frame.
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//
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// IsKeyJustPressed is concurrent safe.
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func IsKeyJustPressed(key ebiten.Key) bool {
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return KeyPressDuration(key) == 1
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}
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// IsKeyJustReleased returns a boolean value indicating
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// whether the given key is released just in the current frame.
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//
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// IsKeyJustReleased is concurrent safe.
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func IsKeyJustReleased(key ebiten.Key) bool {
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theInputState.m.RLock()
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r := theInputState.keyDurations[key] == 0 && theInputState.prevKeyDurations[key] > 0
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theInputState.m.RUnlock()
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return r
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}
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// KeyPressDuration returns how long the key is pressed in frames.
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//
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// KeyPressDuration is concurrent safe.
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func KeyPressDuration(key ebiten.Key) int {
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theInputState.m.RLock()
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s := theInputState.keyDurations[key]
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theInputState.m.RUnlock()
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return s
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}
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// IsMouseButtonJustPressed returns a boolean value indicating
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// whether the given mouse button is pressed just in the current frame.
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//
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// IsMouseButtonJustPressed is concurrent safe.
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func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
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return MouseButtonPressDuration(button) == 1
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}
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// IsMouseButtonJustReleased returns a boolean value indicating
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// whether the given mouse button is released just in the current frame.
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//
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// IsMouseButtonJustReleased is concurrent safe.
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func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
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theInputState.m.RLock()
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r := theInputState.mouseButtonDurations[button] == 0 &&
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theInputState.prevMouseButtonDurations[button] > 0
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theInputState.m.RUnlock()
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return r
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}
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// MouseButtonPressDuration returns how long the mouse button is pressed in frames.
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//
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// MouseButtonPressDuration is concurrent safe.
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func MouseButtonPressDuration(button ebiten.MouseButton) int {
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theInputState.m.RLock()
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s := theInputState.mouseButtonDurations[button]
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theInputState.m.RUnlock()
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return s
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}
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// AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current frame to gamepadIDs,
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// and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustConnectedGamepadIDs is concurrent safe.
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func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.GamepadID {
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origLen := len(gamepadIDs)
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theInputState.m.RLock()
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for id := range theInputState.gamepadIDs {
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if _, ok := theInputState.prevGamepadIDs[id]; !ok {
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gamepadIDs = append(gamepadIDs, id)
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}
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}
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theInputState.m.RUnlock()
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s := gamepadIDs[origLen:]
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sort.Slice(s, func(a, b int) bool {
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return s[a] < s[b]
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})
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return gamepadIDs
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}
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// JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current frame.
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//
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// Deprecated: as of v2.2. Use AppendJustConnectedGamepadIDs instead.
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func JustConnectedGamepadIDs() []ebiten.GamepadID {
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return AppendJustConnectedGamepadIDs(nil)
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}
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// IsGamepadJustDisconnected returns a boolean value indicating
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// whether the gamepad of the given id is released just in the current frame.
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//
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// IsGamepadJustDisconnected is concurrent safe.
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func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
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theInputState.m.RLock()
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_, prev := theInputState.prevGamepadIDs[id]
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_, current := theInputState.gamepadIDs[id]
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theInputState.m.RUnlock()
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return prev && !current
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}
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// IsGamepadButtonJustPressed returns a boolean value indicating
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// whether the given gamepad button of the gamepad id is pressed just in the current frame.
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//
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// IsGamepadButtonJustPressed is concurrent safe.
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func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
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return GamepadButtonPressDuration(id, button) == 1
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}
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// IsGamepadButtonJustReleased returns a boolean value indicating
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// whether the given gamepad button of the gamepad id is released just in the current frame.
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//
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// IsGamepadButtonJustReleased is concurrent safe.
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func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
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theInputState.m.RLock()
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prev := 0
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if _, ok := theInputState.prevGamepadButtonDurations[id]; ok {
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prev = theInputState.prevGamepadButtonDurations[id][button]
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}
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current := 0
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if _, ok := theInputState.gamepadButtonDurations[id]; ok {
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current = theInputState.gamepadButtonDurations[id][button]
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}
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theInputState.m.RUnlock()
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return current == 0 && prev > 0
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}
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// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in frames.
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//
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// GamepadButtonPressDuration is concurrent safe.
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func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int {
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theInputState.m.RLock()
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s := 0
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if _, ok := theInputState.gamepadButtonDurations[id]; ok {
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s = theInputState.gamepadButtonDurations[id][button]
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}
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theInputState.m.RUnlock()
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return s
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}
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// IsStandardGamepadButtonJustPressed returns a boolean value indicating
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// whether the given standard gamepad button of the gamepad id is pressed just in the current frame.
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//
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// IsStandardGamepadButtonJustPressed is concurrent safe.
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func IsStandardGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool {
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return StandardGamepadButtonPressDuration(id, button) == 1
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}
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// IsStandardGamepadButtonJustReleased returns a boolean value indicating
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// whether the given standard gamepad button of the gamepad id is released just in the current frame.
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//
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// IsStandardGamepadButtonJustReleased is concurrent safe.
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func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool {
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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var prev int
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if _, ok := theInputState.prevStandardGamepadButtonDurations[id]; ok {
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prev = theInputState.prevStandardGamepadButtonDurations[id][button]
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}
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var current int
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if _, ok := theInputState.standardGamepadButtonDurations[id]; ok {
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current = theInputState.standardGamepadButtonDurations[id][button]
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}
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return current == 0 && prev > 0
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}
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// StandardGamepadButtonPressDuration returns how long the standard gamepad button of the gamepad id is pressed in frames.
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//
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// StandardGamepadButtonPressDuration is concurrent safe.
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func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.StandardGamepadButton) int {
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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if _, ok := theInputState.standardGamepadButtonDurations[id]; ok {
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return theInputState.standardGamepadButtonDurations[id][button]
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}
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return 0
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}
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// AppendJustPressedTouchIDs append touch IDs that are created just in the current frame to touchIDs,
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// and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustPressedTouchIDs is concurrent safe.
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func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
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origLen := len(touchIDs)
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theInputState.m.RLock()
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for id, s := range theInputState.touchDurations {
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if s == 1 {
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touchIDs = append(touchIDs, id)
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}
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}
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theInputState.m.RUnlock()
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s := touchIDs[origLen:]
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sort.Slice(s, func(a, b int) bool {
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return s[a] < s[b]
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})
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return touchIDs
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}
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// JustPressedTouchIDs returns touch IDs that are created just in the current frame.
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//
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// Deprecated: as of v2.2. Use AppendJustPressedTouchIDs instead.
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func JustPressedTouchIDs() []ebiten.TouchID {
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return AppendJustPressedTouchIDs(nil)
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}
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// IsTouchJustReleased returns a boolean value indicating
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// whether the given touch is released just in the current frame.
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//
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// IsTouchJustReleased is concurrent safe.
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func IsTouchJustReleased(id ebiten.TouchID) bool {
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theInputState.m.RLock()
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r := theInputState.touchDurations[id] == 0 && theInputState.prevTouchDurations[id] > 0
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theInputState.m.RUnlock()
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return r
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}
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// TouchPressDuration returns how long the touch remains in frames.
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//
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// TouchPressDuration is concurrent safe.
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func TouchPressDuration(id ebiten.TouchID) int {
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theInputState.m.RLock()
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s := theInputState.touchDurations[id]
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theInputState.m.RUnlock()
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return s
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}
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