ebiten/internal/uidriver/glfw/input.go
Hajime Hoshi 19702619ee ebiten: Bug fix: AdjustPosition could return Inf
Before the initialization finishes, AdjustPosition could return Inf
values and in this case AdjustPosition's returning values don't make
sense. Let's return NaN in this case.

Closes #1545
2021-03-27 18:46:14 +09:00

358 lines
7.7 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.
// +build darwin freebsd linux windows
// +build !android
// +build !ios
package glfw
import (
"math"
"sync"
"unicode"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/glfw"
)
type gamePad struct {
valid bool
guid string
name string
axisNum int
axes [16]float64
buttonNum int
buttonPressed [256]bool
}
type Input struct {
keyPressed map[glfw.Key]bool
mouseButtonPressed map[glfw.MouseButton]bool
onceCallback sync.Once
scrollX float64
scrollY float64
cursorX int
cursorY int
gamepads [16]gamePad
touches map[driver.TouchID]pos // TODO: Implement this (#417)
runeBuffer []rune
ui *UserInterface
}
type pos struct {
X int
Y int
}
func (i *Input) CursorPosition() (x, y int) {
if !i.ui.isRunning() {
return 0, 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
return i.cursorX, i.cursorY
}
func (i *Input) GamepadIDs() []driver.GamepadID {
if !i.ui.isRunning() {
return nil
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
r := make([]driver.GamepadID, 0, len(i.gamepads))
for id, g := range i.gamepads {
if g.valid {
r = append(r, driver.GamepadID(id))
}
}
return r
}
func (i *Input) GamepadSDLID(id driver.GamepadID) string {
if !i.ui.isRunning() {
return ""
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return ""
}
return i.gamepads[id].guid
}
func (i *Input) GamepadName(id driver.GamepadID) string {
if !i.ui.isRunning() {
return ""
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return ""
}
return i.gamepads[id].name
}
func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
if !i.ui.isRunning() {
return 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return 0
}
return i.gamepads[id].axisNum
}
func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
if !i.ui.isRunning() {
return 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return 0
}
return i.gamepads[id].axes[axis]
}
func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
if !i.ui.isRunning() {
return 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return 0
}
return i.gamepads[id].buttonNum
}
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
if !i.ui.isRunning() {
return false
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= int(id) {
return false
}
return i.gamepads[id].buttonPressed[button]
}
func (i *Input) TouchIDs() []driver.TouchID {
if !i.ui.isRunning() {
return nil
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.touches) == 0 {
return nil
}
ids := make([]driver.TouchID, 0, len(i.touches))
for id := range i.touches {
ids = append(ids, id)
}
return ids
}
func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
if !i.ui.isRunning() {
return 0, 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for tid, pos := range i.touches {
if id == tid {
return pos.X, pos.Y
}
}
return 0, 0
}
func (i *Input) RuneBuffer() []rune {
if !i.ui.isRunning() {
return nil
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
rs := make([]rune, len(i.runeBuffer))
copy(rs, i.runeBuffer)
return rs
}
func (i *Input) resetForFrame() {
if !i.ui.isRunning() {
return
}
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.runeBuffer = i.runeBuffer[:0]
i.scrollX, i.scrollY = 0, 0
}
func (i *Input) IsKeyPressed(key driver.Key) bool {
if !i.ui.isRunning() {
return false
}
i.ui.m.Lock()
defer i.ui.m.Unlock()
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
}
gk, ok := driverKeyToGLFWKey[key]
return ok && i.keyPressed[gk]
}
func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
if !i.ui.isRunning() {
return false
}
i.ui.m.Lock()
defer i.ui.m.Unlock()
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
}
for gb, b := range glfwMouseButtonToMouseButton {
if b != button {
continue
}
if i.mouseButtonPressed[gb] {
return true
}
}
return false
}
func (i *Input) Wheel() (xoff, yoff float64) {
if !i.ui.isRunning() {
return 0, 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
return i.scrollX, i.scrollY
}
var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{
glfw.MouseButtonLeft: driver.MouseButtonLeft,
glfw.MouseButtonRight: driver.MouseButtonRight,
glfw.MouseButtonMiddle: driver.MouseButtonMiddle,
}
// update must be called from the main thread.
func (i *Input) update(window *glfw.Window, context driver.UIContext) {
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.onceCallback.Do(func() {
window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
// As this function is called from GLFW callbacks, the current thread is main.
if !unicode.IsPrint(char) {
return
}
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.runeBuffer = append(i.runeBuffer, char)
})
window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
// As this function is called from GLFW callbacks, the current thread is main.
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.scrollX = xoff
i.scrollY = yoff
})
})
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
}
for gk := range glfwKeyToDriverKey {
i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
}
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
}
for gb := range glfwMouseButtonToMouseButton {
i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
}
cx, cy := window.GetCursorPos()
// TODO: This is tricky. Rename the function?
s := i.ui.deviceScaleFactor()
cx = fromGLFWMonitorPixel(cx, s)
cy = fromGLFWMonitorPixel(cy, s)
cx, cy = context.AdjustPosition(cx, cy, s)
// AdjustPosition can return NaN at the initialization.
if !math.IsNaN(cx) && !math.IsNaN(cy) {
i.cursorX, i.cursorY = int(cx), int(cy)
}
for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
i.gamepads[id].valid = false
if !id.Present() {
continue
}
buttons := id.GetButtons()
// A gamepad can be detected even though there are not. Apparently, some special devices are
// recognized as gamepads by GLFW. In this case, the number of the 'buttons' can exceeds the
// maximum. Skip such devices as a tentative solution (#1173).
if len(buttons) > driver.GamepadButtonNum {
continue
}
i.gamepads[id].valid = true
i.gamepads[id].buttonNum = len(buttons)
for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
if len(buttons) <= b {
i.gamepads[id].buttonPressed[b] = false
continue
}
i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
}
axes32 := id.GetAxes()
i.gamepads[id].axisNum = len(axes32)
for a := 0; a < len(i.gamepads[id].axes); a++ {
if len(axes32) <= a {
i.gamepads[id].axes[a] = 0
continue
}
i.gamepads[id].axes[a] = float64(axes32[a])
}
// Note that GLFW's gamepad GUID follows SDL's GUID.
i.gamepads[id].guid = id.GetGUID()
i.gamepads[id].name = id.GetName()
}
}