mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-13 22:47:26 +01:00
169 lines
4.1 KiB
Go
169 lines
4.1 KiB
Go
// Copyright 2015 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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// +build darwin freebsd linux windows
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// +build !js
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// +build !android
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// +build !ios
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package input
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import (
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"sync"
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"unicode"
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glfw "github.com/go-gl/glfw/v3.2/glfw"
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)
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type Input struct {
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keyPressed map[glfw.Key]bool
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mouseButtonPressed map[glfw.MouseButton]bool
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callbacksInitialized bool
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scrollX float64
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scrollY float64
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cursorX int
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cursorY int
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gamepads [16]gamePad
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touches []*Touch // This is not updated until GLFW 3.3 is available (#417)
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runeBuffer []rune
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m sync.RWMutex
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}
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func (i *Input) RuneBuffer() []rune {
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i.m.RLock()
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defer i.m.RUnlock()
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return i.runeBuffer
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}
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func (i *Input) ClearRuneBuffer() {
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i.m.RLock()
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defer i.m.RUnlock()
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i.runeBuffer = i.runeBuffer[:0]
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}
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func (i *Input) ResetScrollValues() {
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i.m.RLock()
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defer i.m.RUnlock()
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i.scrollX, i.scrollY = 0, 0
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}
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func (i *Input) IsKeyPressed(key Key) bool {
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i.m.RLock()
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defer i.m.RUnlock()
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if i.keyPressed == nil {
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i.keyPressed = map[glfw.Key]bool{}
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}
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for gk, k := range glfwKeyCodeToKey {
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if k != key {
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continue
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}
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if i.keyPressed[gk] {
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return true
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}
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}
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return false
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}
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func (i *Input) IsMouseButtonPressed(button MouseButton) bool {
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i.m.RLock()
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defer i.m.RUnlock()
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[glfw.MouseButton]bool{}
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}
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for gb, b := range glfwMouseButtonToMouseButton {
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if b != button {
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continue
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}
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if i.mouseButtonPressed[gb] {
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return true
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}
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}
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return false
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}
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func (i *Input) MouseWheel() (xoff, yoff float64) {
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i.m.RLock()
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defer i.m.RUnlock()
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return i.scrollX, i.scrollY
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}
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var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
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glfw.MouseButtonLeft: MouseButtonLeft,
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glfw.MouseButtonRight: MouseButtonRight,
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glfw.MouseButtonMiddle: MouseButtonMiddle,
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}
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func (i *Input) Update(window *glfw.Window, scale float64) {
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i.m.Lock()
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defer i.m.Unlock()
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if !i.callbacksInitialized {
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i.runeBuffer = make([]rune, 0, 1024)
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window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
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if unicode.IsPrint(char) {
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i.m.Lock()
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i.runeBuffer = append(i.runeBuffer, char)
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i.m.Unlock()
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}
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})
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window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
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i.m.Lock()
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i.scrollX = xoff
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i.scrollY = yoff
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i.m.Unlock()
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})
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i.callbacksInitialized = true
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}
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if i.keyPressed == nil {
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i.keyPressed = map[glfw.Key]bool{}
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}
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for gk := range glfwKeyCodeToKey {
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i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
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}
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[glfw.MouseButton]bool{}
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}
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for gb := range glfwMouseButtonToMouseButton {
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i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
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}
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x, y := window.GetCursorPos()
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i.cursorX = int(x / scale)
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i.cursorY = int(y / scale)
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for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
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i.gamepads[id].valid = false
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if !glfw.JoystickPresent(id) {
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continue
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}
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i.gamepads[id].valid = true
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axes32 := glfw.GetJoystickAxes(id)
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i.gamepads[id].axisNum = len(axes32)
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for a := 0; a < len(i.gamepads[id].axes); a++ {
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if len(axes32) <= a {
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i.gamepads[id].axes[a] = 0
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continue
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}
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i.gamepads[id].axes[a] = float64(axes32[a])
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}
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buttons := glfw.GetJoystickButtons(id)
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i.gamepads[id].buttonNum = len(buttons)
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for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
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if len(buttons) <= b {
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i.gamepads[id].buttonPressed[b] = false
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continue
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}
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i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
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}
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}
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}
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