mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
165 lines
4.8 KiB
Go
165 lines
4.8 KiB
Go
// Copyright 2015 Hajime Hoshi
|
|
//
|
|
// Licensed under the Apache License, Version 2.0 (the "License");
|
|
// you may not use this file except in compliance with the License.
|
|
// You may obtain a copy of the License at
|
|
//
|
|
// http://www.apache.org/licenses/LICENSE-2.0
|
|
//
|
|
// Unless required by applicable law or agreed to in writing, software
|
|
// distributed under the License is distributed on an "AS IS" BASIS,
|
|
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
// See the License for the specific language governing permissions and
|
|
// limitations under the License.
|
|
|
|
package ebiten
|
|
|
|
import (
|
|
"github.com/hajimehoshi/ebiten/internal/input"
|
|
"github.com/hajimehoshi/ebiten/internal/ui"
|
|
)
|
|
|
|
// InputChars return "printable" runes read from the keyboard at the time update is called.
|
|
//
|
|
// InputChars represents the environment's locale-dependent translation of keyboard
|
|
// input to Unicode characters.
|
|
//
|
|
// IsKeyPressed is based on a mapping of device (US keyboard) codes to input device keys.
|
|
// "Control" and modifier keys should be handled with IsKeyPressed.
|
|
//
|
|
// InputChars is concurrent-safe.
|
|
func InputChars() []rune {
|
|
rb := input.Get().RuneBuffer()
|
|
return append(make([]rune, 0, len(rb)), rb...)
|
|
}
|
|
|
|
// IsKeyPressed returns a boolean indicating whether key is pressed.
|
|
//
|
|
// Known issue: On Edge browser, some keys don't work well:
|
|
//
|
|
// - KeyKPEnter and KeyKPEqual are recognized as KeyEnter and KeyEqual.
|
|
// - KeyPrintScreen is only treated at keyup event.
|
|
//
|
|
// IsKeyPressed is concurrent-safe.
|
|
func IsKeyPressed(key Key) bool {
|
|
return input.Get().IsKeyPressed(input.Key(key))
|
|
}
|
|
|
|
// CursorPosition returns a position of a mouse cursor.
|
|
//
|
|
// CursorPosition is concurrent-safe.
|
|
func CursorPosition() (x, y int) {
|
|
return ui.AdjustedCursorPosition()
|
|
}
|
|
|
|
// MouseWheel returns the x and y offset of the scroll wheel.
|
|
// It returns 0 if the wheel isn't being rolled.
|
|
func MouseWheel() (xoff, yoff float64) {
|
|
return input.Get().MouseWheel()
|
|
}
|
|
|
|
// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
|
|
//
|
|
// IsMouseButtonPressed is concurrent-safe.
|
|
//
|
|
// Note that touch events not longer affect IsMouseButtonPressed's result as of 1.4.0-alpha.
|
|
// Use Touches instead.
|
|
func IsMouseButtonPressed(mouseButton MouseButton) bool {
|
|
return input.Get().IsMouseButtonPressed(input.MouseButton(mouseButton))
|
|
}
|
|
|
|
// GamepadIDs returns a slice indicating available gamepad IDs.
|
|
//
|
|
// GamepadIDs is concurrent-safe.
|
|
//
|
|
// GamepadIDs always returns an empty slice on mobiles.
|
|
func GamepadIDs() []int {
|
|
return input.Get().GamepadIDs()
|
|
}
|
|
|
|
// GamepadAxisNum returns the number of axes of the gamepad (id).
|
|
//
|
|
// GamepadAxisNum is concurrent-safe.
|
|
//
|
|
// GamepadAxisNum always returns 0 on mobiles.
|
|
func GamepadAxisNum(id int) int {
|
|
return input.Get().GamepadAxisNum(id)
|
|
}
|
|
|
|
// GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
|
|
//
|
|
// GamepadAxis is concurrent-safe.
|
|
//
|
|
// GamepadAxis always returns 0 on mobiles.
|
|
func GamepadAxis(id int, axis int) float64 {
|
|
return input.Get().GamepadAxis(id, axis)
|
|
}
|
|
|
|
// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
|
|
//
|
|
// GamepadButtonNum is concurrent-safe.
|
|
//
|
|
// GamepadButtonNum always returns 0 on mobiles.
|
|
func GamepadButtonNum(id int) int {
|
|
return input.Get().GamepadButtonNum(id)
|
|
}
|
|
|
|
// IsGamepadButtonPressed returns the boolean indicating the given button of the gamepad (id) is pressed or not.
|
|
//
|
|
// IsGamepadButtonPressed is concurrent-safe.
|
|
//
|
|
// The relationships between physical buttons and buttion IDs depend on environments.
|
|
// There can be differences even between Chrome and Firefox.
|
|
//
|
|
// IsGamepadButtonPressed always returns false on mobiles.
|
|
func IsGamepadButtonPressed(id int, button GamepadButton) bool {
|
|
return input.Get().IsGamepadButtonPressed(id, input.GamepadButton(button))
|
|
}
|
|
|
|
// TouchIDs returns the current touch states.
|
|
//
|
|
// TouchIDs returns nil when there are no touches.
|
|
// TouchIDs always returns nil on desktops.
|
|
//
|
|
// TouchIDs is concurrent-safe.
|
|
func TouchIDs() []int {
|
|
var ids []int
|
|
for _, t := range ui.AdjustedTouches() {
|
|
ids = append(ids, t.ID())
|
|
}
|
|
return ids
|
|
}
|
|
|
|
// TouchPosition returns the position for the touch of the specified ID.
|
|
//
|
|
// If the touch of the specified ID is not present, TouchPosition returns (0, 0).
|
|
//
|
|
// TouchPosition is cuncurrent-safe.
|
|
func TouchPosition(id int) (int, int) {
|
|
for _, t := range ui.AdjustedTouches() {
|
|
if t.ID() == id {
|
|
return t.Position()
|
|
}
|
|
}
|
|
return 0, 0
|
|
}
|
|
|
|
// Touch is deprecated as of 1.7.0. Use TouchPosition instead.
|
|
type Touch interface {
|
|
// ID returns an identifier for one stroke.
|
|
ID() int
|
|
|
|
// Position returns the position of the touch.
|
|
Position() (x, y int)
|
|
}
|
|
|
|
// Touches is deprecated as of 1.7.0. Use TouchIDs instead.
|
|
func Touches() []Touch {
|
|
touches := ui.AdjustedTouches()
|
|
var copies []Touch
|
|
for _, touch := range touches {
|
|
copies = append(copies, touch)
|
|
}
|
|
return copies
|
|
}
|