mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-13 22:47:26 +01:00
fb3a022327
Updates #1949
276 lines
5.4 KiB
Go
276 lines
5.4 KiB
Go
// Copyright 2016 Hajime Hoshi
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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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//go:build android || ios
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// +build android ios
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package mobile
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import (
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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)
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type Input struct {
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keys map[driver.Key]struct{}
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runes []rune
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touches []Touch
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gamepads []Gamepad
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ui *UserInterface
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}
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func (i *Input) CursorPosition() (x, y int) {
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return 0, 0
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}
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func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, g := range i.gamepads {
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gamepadIDs = append(gamepadIDs, g.ID)
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}
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return gamepadIDs
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}
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func (i *Input) GamepadSDLID(id driver.GamepadID) string {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return g.SDLID
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}
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return ""
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}
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func (i *Input) GamepadName(id driver.GamepadID) string {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if name := gamepaddb.Name(g.SDLID); name != "" {
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return name
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}
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return g.Name
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}
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return ""
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}
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func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return g.AxisNum
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}
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return 0
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}
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func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if g.AxisNum <= int(axis) {
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return 0
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}
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return float64(g.Axes[axis])
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}
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return 0
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}
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func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return g.ButtonNum
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}
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return 0
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}
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func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if g.ButtonNum <= int(button) {
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return false
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}
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return g.Buttons[button]
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}
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return false
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}
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func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return gamepaddb.HasStandardLayoutMapping(g.SDLID)
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}
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return false
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}
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func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return gamepaddb.IsButtonPressed(g.SDLID, button, gamepadState{&g})
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}
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return false
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}
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func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return gamepaddb.ButtonValue(g.SDLID, button, gamepadState{&g})
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}
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return 0
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}
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func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return gamepaddb.AxisValue(g.SDLID, axis, gamepadState{&g})
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}
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return 0
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}
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func (i *Input) AppendTouchIDs(touchIDs []driver.TouchID) []driver.TouchID {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, t := range i.touches {
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touchIDs = append(touchIDs, t.ID)
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}
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return touchIDs
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}
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func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, t := range i.touches {
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if t.ID == id {
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return i.ui.adjustPosition(t.X, t.Y)
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}
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}
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return 0, 0
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}
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func (i *Input) AppendInputChars(runes []rune) []rune {
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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return append(runes, i.runes...)
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}
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func (i *Input) IsKeyPressed(key driver.Key) bool {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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_, ok := i.keys[key]
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return ok
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}
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func (i *Input) Wheel() (xoff, yoff float64) {
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return 0, 0
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}
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func (i *Input) IsMouseButtonPressed(key driver.MouseButton) bool {
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return false
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}
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func (i *Input) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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// TODO: Implement this (#1452)
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}
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func (i *Input) update(keys map[driver.Key]struct{}, runes []rune, touches []Touch) {
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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if i.keys == nil {
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i.keys = map[driver.Key]struct{}{}
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}
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for k := range i.keys {
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delete(i.keys, k)
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}
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for k := range keys {
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i.keys[k] = struct{}{}
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}
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i.runes = i.runes[:0]
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i.runes = append(i.runes, runes...)
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i.touches = i.touches[:0]
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i.touches = append(i.touches, touches...)
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}
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func (i *Input) resetForFrame() {
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i.runes = nil
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}
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type gamepadState struct {
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g *Gamepad
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}
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func (s gamepadState) Axis(index int) float64 {
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return float64(s.g.Axes[index])
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}
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func (s gamepadState) Button(index int) bool {
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return s.g.Buttons[index]
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}
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func (s gamepadState) Hat(index int) int {
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return s.g.Hats[index]
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}
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