mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 15:07:26 +01:00
697 lines
21 KiB
Go
697 lines
21 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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"slices"
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"sync"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/internal/hook"
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)
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type gamepadState struct {
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buttonDurations [ebiten.GamepadButtonMax + 1]int
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standardButtonDurations [ebiten.StandardGamepadButtonMax + 1]int
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}
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type touchState struct {
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duration int
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x int
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y int
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}
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type inputState struct {
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keyDurations [ebiten.KeyMax + 1]int
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prevKeyDurations [ebiten.KeyMax + 1]int
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mouseButtonDurations [ebiten.MouseButtonMax + 1]int
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prevMouseButtonDurations [ebiten.MouseButtonMax + 1]int
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gamepadStates map[ebiten.GamepadID]gamepadState
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prevGamepadStates map[ebiten.GamepadID]gamepadState
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touchStates map[ebiten.TouchID]touchState
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prevTouchStates map[ebiten.TouchID]touchState
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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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gamepadStates: map[ebiten.GamepadID]gamepadState{},
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prevGamepadStates: map[ebiten.GamepadID]gamepadState{},
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touchStates: map[ebiten.TouchID]touchState{},
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prevTouchStates: map[ebiten.TouchID]touchState{},
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}
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func init() {
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hook.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 idx := range i.keyDurations {
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if ebiten.IsKeyPressed(ebiten.Key(idx)) {
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i.keyDurations[idx]++
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} else {
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i.keyDurations[idx] = 0
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}
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}
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// Mouse
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copy(i.prevMouseButtonDurations[:], i.mouseButtonDurations[:])
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for idx := range i.mouseButtonDurations {
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if ebiten.IsMouseButtonPressed(ebiten.MouseButton(idx)) {
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i.mouseButtonDurations[idx]++
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} else {
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i.mouseButtonDurations[idx] = 0
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}
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}
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// Gamepads
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// Copy the gamepad states.
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clear(i.prevGamepadStates)
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for id, s := range i.gamepadStates {
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i.prevGamepadStates[id] = s
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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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state := i.gamepadStates[id]
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for b := range i.gamepadStates[id].buttonDurations {
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if ebiten.IsGamepadButtonPressed(id, ebiten.GamepadButton(b)) {
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state.buttonDurations[b]++
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} else {
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state.buttonDurations[b] = 0
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}
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}
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for b := range i.gamepadStates[id].standardButtonDurations {
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if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButton(b)) {
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state.standardButtonDurations[b]++
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} else {
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state.standardButtonDurations[b] = 0
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}
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}
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i.gamepadStates[id] = state
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}
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// Remove disconnected gamepads.
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for id := range i.gamepadStates {
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if !slices.Contains(i.gamepadIDsBuf, id) {
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delete(i.gamepadStates, id)
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}
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}
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// Touches
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// Copy the touch durations and positions.
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clear(i.prevTouchStates)
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for id, state := range i.touchStates {
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i.prevTouchStates[id] = state
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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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state := i.touchStates[id]
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state.duration++
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state.x, state.y = ebiten.TouchPosition(id)
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i.touchStates[id] = state
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}
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// Remove released touches.
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for id := range i.touchStates {
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if !slices.Contains(i.touchIDsBuf, id) {
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delete(i.touchStates, 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 must be called in a game's Update, not Draw.
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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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// PressedKeys must be called in a game's Update, not Draw.
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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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// AppendJustPressedKeys append just 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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// AppendJustPressedKeys must be called in a game's Update, not Draw.
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//
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// AppendJustPressedKeys is concurrent safe.
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func AppendJustPressedKeys(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 != 1 {
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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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// AppendJustReleasedKeys append just released 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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// AppendJustReleasedKeys must be called in a game's Update, not Draw.
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//
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// AppendJustReleasedKeys is concurrent safe.
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func AppendJustReleasedKeys(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 := range theInputState.keyDurations {
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if theInputState.keyDurations[i] != 0 {
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continue
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}
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if theInputState.prevKeyDurations[i] == 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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// IsKeyJustPressed returns a boolean value indicating
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// whether the given key is pressed just in the current tick.
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//
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// IsKeyJustPressed must be called in a game's Update, not Draw.
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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 tick.
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//
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// IsKeyJustReleased must be called in a game's Update, not Draw.
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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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defer theInputState.m.RUnlock()
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return theInputState.keyDurations[key] == 0 && theInputState.prevKeyDurations[key] > 0
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}
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// KeyPressDuration returns how long the key is pressed in ticks (Update).
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//
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// KeyPressDuration must be called in a game's Update, not Draw.
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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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defer theInputState.m.RUnlock()
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return theInputState.keyDurations[key]
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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 tick.
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//
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// IsMouseButtonJustPressed must be called in a game's Update, not Draw.
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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 tick.
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//
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// IsMouseButtonJustReleased must be called in a game's Update, not Draw.
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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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defer theInputState.m.RUnlock()
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return theInputState.mouseButtonDurations[button] == 0 && theInputState.prevMouseButtonDurations[button] > 0
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}
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// MouseButtonPressDuration returns how long the mouse button is pressed in ticks (Update).
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//
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// MouseButtonPressDuration must be called in a game's Update, not Draw.
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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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defer theInputState.m.RUnlock()
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return theInputState.mouseButtonDurations[button]
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}
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// AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current tick 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 must be called in a game's Update, not Draw.
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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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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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origLen := len(gamepadIDs)
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for id := range theInputState.gamepadStates {
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if _, ok := theInputState.prevGamepadStates[id]; !ok {
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gamepadIDs = append(gamepadIDs, id)
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}
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}
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slices.Sort(gamepadIDs[origLen:])
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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 tick.
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//
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// JustConnectedGamepadIDs must be called in a game's Update, not Draw.
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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 tick.
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//
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// IsGamepadJustDisconnected must be called in a game's Update, not Draw.
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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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defer theInputState.m.RUnlock()
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_, current := theInputState.gamepadStates[id]
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_, prev := theInputState.prevGamepadStates[id]
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return !current && prev
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}
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// AppendPressedGamepadButtons append currently pressed gamepad buttons to buttons 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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// AppendPressedGamepadButtons must be called in a game's Update, not Draw.
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//
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// AppendPressedGamepadButtons is concurrent safe.
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func AppendPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton {
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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state, ok := theInputState.gamepadStates[id]
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if !ok {
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return buttons
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}
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for b, d := range state.buttonDurations {
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if d == 0 {
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continue
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}
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buttons = append(buttons, ebiten.GamepadButton(b))
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}
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return buttons
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}
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// AppendJustPressedGamepadButtons append just pressed gamepad buttons to buttons 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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// AppendJustPressedGamepadButtons must be called in a game's Update, not Draw.
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//
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// AppendJustPressedGamepadButtons is concurrent safe.
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func AppendJustPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton {
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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state, ok := theInputState.gamepadStates[id]
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if !ok {
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return buttons
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}
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for b, d := range state.buttonDurations {
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if d != 1 {
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continue
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}
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buttons = append(buttons, ebiten.GamepadButton(b))
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}
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return buttons
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}
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// AppendJustReleasedGamepadButtons append just released gamepad buttons to buttons 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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// AppendJustReleasedGamepadButtons must be called in a game's Update, not Draw.
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//
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// AppendJustReleasedGamepadButtons is concurrent safe.
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func AppendJustReleasedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton {
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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state, ok := theInputState.gamepadStates[id]
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if !ok {
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return buttons
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}
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prevState, ok := theInputState.prevGamepadStates[id]
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if !ok {
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return buttons
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}
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for b := range state.buttonDurations {
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if state.buttonDurations[b] != 0 {
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continue
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}
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if prevState.buttonDurations[b] == 0 {
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continue
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}
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buttons = append(buttons, ebiten.GamepadButton(b))
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}
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return buttons
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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 tick.
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//
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// IsGamepadButtonJustPressed must be called in a game's Update, not Draw.
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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 tick.
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//
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// IsGamepadButtonJustReleased must be called in a game's Update, not Draw.
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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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defer theInputState.m.RUnlock()
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state, ok := theInputState.gamepadStates[id]
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if !ok {
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return false
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}
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prevState, ok := theInputState.prevGamepadStates[id]
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if !ok {
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return false
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}
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return state.buttonDurations[button] == 0 && prevState.buttonDurations[button] > 0
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}
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// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in ticks (Update).
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//
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// GamepadButtonPressDuration must be called in a game's Update, not Draw.
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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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defer theInputState.m.RUnlock()
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state, ok := theInputState.gamepadStates[id]
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if !ok {
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return 0
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}
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return state.buttonDurations[button]
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}
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// AppendPressedStandardGamepadButtons append currently pressed standard gamepad buttons to buttons 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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// AppendPressedStandardGamepadButtons must be called in a game's Update, not Draw.
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//
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// AppendPressedStandardGamepadButtons is concurrent safe.
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func AppendPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton {
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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state, ok := theInputState.gamepadStates[id]
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if !ok {
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return buttons
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}
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for i, d := range state.standardButtonDurations {
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if d == 0 {
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continue
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}
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buttons = append(buttons, ebiten.StandardGamepadButton(i))
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}
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return buttons
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}
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// AppendJustPressedStandardGamepadButtons append just pressed standard gamepad buttons to buttons 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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// AppendJustPressedStandardGamepadButtons must be called in a game's Update, not Draw.
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//
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// AppendJustPressedStandardGamepadButtons is concurrent safe.
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func AppendJustPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton {
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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state, ok := theInputState.gamepadStates[id]
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if !ok {
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return buttons
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}
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for b, d := range state.standardButtonDurations {
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if d != 1 {
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continue
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}
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buttons = append(buttons, ebiten.StandardGamepadButton(b))
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}
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return buttons
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}
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// AppendJustReleasedStandardGamepadButtons append just released standard gamepad buttons to buttons and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
|
|
// 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
|
|
}
|