ebiten/inpututil/inpututil.go
2024-10-27 02:45:57 +09:00

697 lines
21 KiB
Go

// 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.
package inpututil
import (
"slices"
"sync"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/internal/hook"
)
type gamepadState struct {
buttonDurations [ebiten.GamepadButtonMax + 1]int
standardButtonDurations [ebiten.StandardGamepadButtonMax + 1]int
}
type touchState struct {
duration int
x int
y int
}
type inputState struct {
keyDurations [ebiten.KeyMax + 1]int
prevKeyDurations [ebiten.KeyMax + 1]int
mouseButtonDurations [ebiten.MouseButtonMax + 1]int
prevMouseButtonDurations [ebiten.MouseButtonMax + 1]int
gamepadStates map[ebiten.GamepadID]gamepadState
prevGamepadStates map[ebiten.GamepadID]gamepadState
touchStates map[ebiten.TouchID]touchState
prevTouchStates map[ebiten.TouchID]touchState
gamepadIDsBuf []ebiten.GamepadID
touchIDsBuf []ebiten.TouchID
m sync.RWMutex
}
var theInputState = &inputState{
gamepadStates: map[ebiten.GamepadID]gamepadState{},
prevGamepadStates: map[ebiten.GamepadID]gamepadState{},
touchStates: map[ebiten.TouchID]touchState{},
prevTouchStates: map[ebiten.TouchID]touchState{},
}
func init() {
hook.AppendHookOnBeforeUpdate(func() error {
theInputState.update()
return nil
})
}
func (i *inputState) update() {
i.m.Lock()
defer i.m.Unlock()
// Keyboard
copy(i.prevKeyDurations[:], i.keyDurations[:])
for idx := range i.keyDurations {
if ebiten.IsKeyPressed(ebiten.Key(idx)) {
i.keyDurations[idx]++
} else {
i.keyDurations[idx] = 0
}
}
// Mouse
copy(i.prevMouseButtonDurations[:], i.mouseButtonDurations[:])
for idx := range i.mouseButtonDurations {
if ebiten.IsMouseButtonPressed(ebiten.MouseButton(idx)) {
i.mouseButtonDurations[idx]++
} else {
i.mouseButtonDurations[idx] = 0
}
}
// Gamepads
// Copy the gamepad states.
clear(i.prevGamepadStates)
for id, s := range i.gamepadStates {
i.prevGamepadStates[id] = s
}
i.gamepadIDsBuf = ebiten.AppendGamepadIDs(i.gamepadIDsBuf[:0])
for _, id := range i.gamepadIDsBuf {
state := i.gamepadStates[id]
for b := range i.gamepadStates[id].buttonDurations {
if ebiten.IsGamepadButtonPressed(id, ebiten.GamepadButton(b)) {
state.buttonDurations[b]++
} else {
state.buttonDurations[b] = 0
}
}
for b := range i.gamepadStates[id].standardButtonDurations {
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButton(b)) {
state.standardButtonDurations[b]++
} else {
state.standardButtonDurations[b] = 0
}
}
i.gamepadStates[id] = state
}
// Remove disconnected gamepads.
for id := range i.gamepadStates {
if !slices.Contains(i.gamepadIDsBuf, id) {
delete(i.gamepadStates, id)
}
}
// Touches
// Copy the touch durations and positions.
clear(i.prevTouchStates)
for id, state := range i.touchStates {
i.prevTouchStates[id] = state
}
i.touchIDsBuf = ebiten.AppendTouchIDs(i.touchIDsBuf[:0])
for _, id := range i.touchIDsBuf {
state := i.touchStates[id]
state.duration++
state.x, state.y = ebiten.TouchPosition(id)
i.touchStates[id] = state
}
// Remove released touches.
for id := range i.touchStates {
if !slices.Contains(i.touchIDsBuf, id) {
delete(i.touchStates, id)
}
}
}
// AppendPressedKeys append currently pressed keyboard keys to keys and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// AppendPressedKeys must be called in a game's Update, not Draw.
//
// AppendPressedKeys is concurrent safe.
func AppendPressedKeys(keys []ebiten.Key) []ebiten.Key {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
for i, d := range theInputState.keyDurations {
if d == 0 {
continue
}
keys = append(keys, ebiten.Key(i))
}
return keys
}
// PressedKeys returns a set of currently pressed keyboard keys.
//
// PressedKeys must be called in a game's Update, not Draw.
//
// Deprecated: as of v2.2. Use AppendPressedKeys instead.
func PressedKeys() []ebiten.Key {
return AppendPressedKeys(nil)
}
// AppendJustPressedKeys append just pressed keyboard keys to keys and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// AppendJustPressedKeys must be called in a game's Update, not Draw.
//
// AppendJustPressedKeys is concurrent safe.
func AppendJustPressedKeys(keys []ebiten.Key) []ebiten.Key {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
for i, d := range theInputState.keyDurations {
if d != 1 {
continue
}
keys = append(keys, ebiten.Key(i))
}
return keys
}
// AppendJustReleasedKeys append just released keyboard keys to keys and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// AppendJustReleasedKeys must be called in a game's Update, not Draw.
//
// AppendJustReleasedKeys is concurrent safe.
func AppendJustReleasedKeys(keys []ebiten.Key) []ebiten.Key {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
for i := range theInputState.keyDurations {
if theInputState.keyDurations[i] != 0 {
continue
}
if theInputState.prevKeyDurations[i] == 0 {
continue
}
keys = append(keys, ebiten.Key(i))
}
return keys
}
// IsKeyJustPressed returns a boolean value indicating
// whether the given key is pressed just in the current tick.
//
// IsKeyJustPressed must be called in a game's Update, not Draw.
//
// 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 tick.
//
// IsKeyJustReleased must be called in a game's Update, not Draw.
//
// IsKeyJustReleased is concurrent safe.
func IsKeyJustReleased(key ebiten.Key) bool {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
return theInputState.keyDurations[key] == 0 && theInputState.prevKeyDurations[key] > 0
}
// KeyPressDuration returns how long the key is pressed in ticks (Update).
//
// KeyPressDuration must be called in a game's Update, not Draw.
//
// KeyPressDuration is concurrent safe.
func KeyPressDuration(key ebiten.Key) int {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
return theInputState.keyDurations[key]
}
// IsMouseButtonJustPressed returns a boolean value indicating
// whether the given mouse button is pressed just in the current tick.
//
// IsMouseButtonJustPressed must be called in a game's Update, not Draw.
//
// 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 tick.
//
// IsMouseButtonJustReleased must be called in a game's Update, not Draw.
//
// IsMouseButtonJustReleased is concurrent safe.
func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
return theInputState.mouseButtonDurations[button] == 0 && theInputState.prevMouseButtonDurations[button] > 0
}
// MouseButtonPressDuration returns how long the mouse button is pressed in ticks (Update).
//
// MouseButtonPressDuration must be called in a game's Update, not Draw.
//
// MouseButtonPressDuration is concurrent safe.
func MouseButtonPressDuration(button ebiten.MouseButton) int {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
return theInputState.mouseButtonDurations[button]
}
// AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current tick to gamepadIDs,
// and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// AppendJustConnectedGamepadIDs must be called in a game's Update, not Draw.
//
// AppendJustConnectedGamepadIDs is concurrent safe.
func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.GamepadID {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
origLen := len(gamepadIDs)
for id := range theInputState.gamepadStates {
if _, ok := theInputState.prevGamepadStates[id]; !ok {
gamepadIDs = append(gamepadIDs, id)
}
}
slices.Sort(gamepadIDs[origLen:])
return gamepadIDs
}
// JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current tick.
//
// JustConnectedGamepadIDs must be called in a game's Update, not Draw.
//
// Deprecated: as of v2.2. Use AppendJustConnectedGamepadIDs instead.
func JustConnectedGamepadIDs() []ebiten.GamepadID {
return AppendJustConnectedGamepadIDs(nil)
}
// IsGamepadJustDisconnected returns a boolean value indicating
// whether the gamepad of the given id is released just in the current tick.
//
// IsGamepadJustDisconnected must be called in a game's Update, not Draw.
//
// IsGamepadJustDisconnected is concurrent safe.
func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
_, current := theInputState.gamepadStates[id]
_, prev := theInputState.prevGamepadStates[id]
return !current && prev
}
// AppendPressedGamepadButtons append currently pressed gamepad buttons to buttons and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// AppendPressedGamepadButtons must be called in a game's Update, not Draw.
//
// AppendPressedGamepadButtons is concurrent safe.
func AppendPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id]
if !ok {
return buttons
}
for b, d := range state.buttonDurations {
if d == 0 {
continue
}
buttons = append(buttons, ebiten.GamepadButton(b))
}
return buttons
}
// AppendJustPressedGamepadButtons append just pressed gamepad buttons to buttons and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// AppendJustPressedGamepadButtons must be called in a game's Update, not Draw.
//
// AppendJustPressedGamepadButtons is concurrent safe.
func AppendJustPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id]
if !ok {
return buttons
}
for b, d := range state.buttonDurations {
if d != 1 {
continue
}
buttons = append(buttons, ebiten.GamepadButton(b))
}
return buttons
}
// AppendJustReleasedGamepadButtons append just released gamepad buttons to buttons and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// AppendJustReleasedGamepadButtons must be called in a game's Update, not Draw.
//
// AppendJustReleasedGamepadButtons is concurrent safe.
func AppendJustReleasedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id]
if !ok {
return buttons
}
prevState, ok := theInputState.prevGamepadStates[id]
if !ok {
return buttons
}
for b := range state.buttonDurations {
if state.buttonDurations[b] != 0 {
continue
}
if prevState.buttonDurations[b] == 0 {
continue
}
buttons = append(buttons, ebiten.GamepadButton(b))
}
return buttons
}
// IsGamepadButtonJustPressed returns a boolean value indicating
// whether the given gamepad button of the gamepad id is pressed just in the current tick.
//
// IsGamepadButtonJustPressed must be called in a game's Update, not Draw.
//
// IsGamepadButtonJustPressed is concurrent safe.
func IsGamepadButtonJustPressed(id ebiten.GamepadID, 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 tick.
//
// IsGamepadButtonJustReleased must be called in a game's Update, not Draw.
//
// IsGamepadButtonJustReleased is concurrent safe.
func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id]
if !ok {
return false
}
prevState, ok := theInputState.prevGamepadStates[id]
if !ok {
return false
}
return state.buttonDurations[button] == 0 && prevState.buttonDurations[button] > 0
}
// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in ticks (Update).
//
// GamepadButtonPressDuration must be called in a game's Update, not Draw.
//
// GamepadButtonPressDuration is concurrent safe.
func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id]
if !ok {
return 0
}
return state.buttonDurations[button]
}
// AppendPressedStandardGamepadButtons append currently pressed standard gamepad buttons to buttons and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// AppendPressedStandardGamepadButtons must be called in a game's Update, not Draw.
//
// AppendPressedStandardGamepadButtons is concurrent safe.
func AppendPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id]
if !ok {
return buttons
}
for i, d := range state.standardButtonDurations {
if d == 0 {
continue
}
buttons = append(buttons, ebiten.StandardGamepadButton(i))
}
return buttons
}
// AppendJustPressedStandardGamepadButtons append just pressed standard gamepad buttons to buttons and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// AppendJustPressedStandardGamepadButtons must be called in a game's Update, not Draw.
//
// AppendJustPressedStandardGamepadButtons is concurrent safe.
func AppendJustPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id]
if !ok {
return buttons
}
for b, d := range state.standardButtonDurations {
if d != 1 {
continue
}
buttons = append(buttons, ebiten.StandardGamepadButton(b))
}
return buttons
}
// AppendJustReleasedStandardGamepadButtons append just released standard gamepad buttons to buttons and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// AppendJustReleasedStandardGamepadButtons must be called in a game's Update, not Draw.
//
// AppendJustReleasedStandardGamepadButtons is concurrent safe.
func AppendJustReleasedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id]
if !ok {
return buttons
}
prevState, ok := theInputState.prevGamepadStates[id]
if !ok {
return buttons
}
for b := range state.standardButtonDurations {
if state.standardButtonDurations[b] != 0 {
continue
}
if prevState.standardButtonDurations[b] == 0 {
continue
}
buttons = append(buttons, ebiten.StandardGamepadButton(b))
}
return buttons
}
// IsStandardGamepadButtonJustPressed returns a boolean value indicating
// whether the given standard gamepad button of the gamepad id is pressed just in the current tick.
//
// IsStandardGamepadButtonJustPressed must be called in a game's Update, not Draw.
//
// IsStandardGamepadButtonJustPressed is concurrent safe.
func IsStandardGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool {
return StandardGamepadButtonPressDuration(id, button) == 1
}
// IsStandardGamepadButtonJustReleased returns a boolean value indicating
// whether the given standard gamepad button of the gamepad id is released just in the current tick.
//
// IsStandardGamepadButtonJustReleased must be called in a game's Update, not Draw.
//
// IsStandardGamepadButtonJustReleased is concurrent safe.
func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id]
if !ok {
return false
}
prevState, ok := theInputState.prevGamepadStates[id]
if !ok {
return false
}
return state.standardButtonDurations[button] == 0 && prevState.standardButtonDurations[button] > 0
}
// StandardGamepadButtonPressDuration returns how long the standard gamepad button of the gamepad id is pressed in ticks (Update).
//
// StandardGamepadButtonPressDuration must be called in a game's Update, not Draw.
//
// StandardGamepadButtonPressDuration is concurrent safe.
func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.StandardGamepadButton) int {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id]
if !ok {
return 0
}
return state.standardButtonDurations[button]
}
// AppendJustPressedTouchIDs append touch IDs that are created just in the current tick to touchIDs,
// and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// AppendJustPressedTouchIDs must be called in a game's Update, not Draw.
//
// AppendJustPressedTouchIDs is concurrent safe.
func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
origLen := len(touchIDs)
for id, state := range theInputState.touchStates {
if state.duration != 1 {
continue
}
touchIDs = append(touchIDs, id)
}
slices.Sort(touchIDs[origLen:])
return touchIDs
}
// JustPressedTouchIDs returns touch IDs that are created just in the current tick.
//
// JustPressedTouchIDs must be called in a game's Update, not Draw.
//
// Deprecated: as of v2.2. Use AppendJustPressedTouchIDs instead.
func JustPressedTouchIDs() []ebiten.TouchID {
return AppendJustPressedTouchIDs(nil)
}
// AppendJustReleasedTouchIDs append touch IDs that are released just in the current tick to touchIDs,
// and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// AppendJustReleasedTouchIDs must be called in a game's Update, not Draw.
//
// AppendJustReleasedTouchIDs is concurrent safe.
func AppendJustReleasedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
origLen := len(touchIDs)
// Iterate prevTouchStates instead of touchStates since touchStates doesn't have released touches.
for id, state := range theInputState.prevTouchStates {
if state.duration == 0 {
continue
}
if theInputState.touchStates[id].duration != 0 {
continue
}
touchIDs = append(touchIDs, id)
}
slices.Sort(touchIDs[origLen:])
return touchIDs
}
// IsTouchJustReleased returns a boolean value indicating
// whether the given touch is released just in the current tick.
//
// IsTouchJustReleased must be called in a game's Update, not Draw.
//
// IsTouchJustReleased is concurrent safe.
func IsTouchJustReleased(id ebiten.TouchID) bool {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
current := theInputState.touchStates[id]
prev := theInputState.prevTouchStates[id]
return current.duration == 0 && prev.duration > 0
}
// TouchPressDuration returns how long the touch remains in ticks (Update).
//
// TouchPressDuration must be called in a game's Update, not Draw.
//
// TouchPressDuration is concurrent safe.
func TouchPressDuration(id ebiten.TouchID) int {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
return theInputState.touchStates[id].duration
}
// TouchPositionInPreviousTick returns the position in the previous tick.
// If the touch is a just-released touch, TouchPositionInPreviousTick returns the last position of the touch.
//
// TouchPositionInPreviousTick must be called in a game's Update, not Draw.
//
// TouchJustReleasedPosition is concurrent safe.
func TouchPositionInPreviousTick(id ebiten.TouchID) (int, int) {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
state := theInputState.prevTouchStates[id]
return state.x, state.y
}