mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
269 lines
9.2 KiB
Go
269 lines
9.2 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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package ebiten
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import (
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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)
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// AppendInputChars appends "printable" runes, read from the keyboard at the time update is called, to runes,
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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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// AppendInputChars represents the environment's locale-dependent translation of keyboard
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// input to Unicode characters.
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//
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// IsKeyPressed is based on a mapping of device (US keyboard) codes to input device keys.
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// "Control" and modifier keys should be handled with IsKeyPressed.
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//
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// AppendInputChars is concurrent-safe.
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//
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// On Android (ebitenmobile), EbitenView must be focusable to enable to handle keyboard keys.
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//
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// Keyboards don't work on iOS yet (#1090).
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func AppendInputChars(runes []rune) []rune {
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return uiDriver().Input().AppendInputChars(runes)
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}
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// InputChars return "printable" runes read from the keyboard at the time update is called.
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//
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// Deprecated: as of v2.2. Use AppendInputChars instead.
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func InputChars() []rune {
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return AppendInputChars(nil)
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}
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// IsKeyPressed returns a boolean indicating whether key is pressed.
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//
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// If you want to know whether the key started being pressed in the current frame,
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// use inpututil.IsKeyJustPressed
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//
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// Known issue: On Edge browser, some keys don't work well:
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//
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// - KeyKPEnter and KeyKPEqual are recognized as KeyEnter and KeyEqual.
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// - KeyPrintScreen is only treated at keyup event.
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//
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// IsKeyPressed is concurrent-safe.
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//
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// On Android (ebitenmobile), EbitenView must be focusable to enable to handle keyboard keys.
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//
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// Keyboards don't work on iOS yet (#1090).
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func IsKeyPressed(key Key) bool {
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if !key.isValid() {
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return false
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}
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var keys []driver.Key
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switch key {
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case KeyAlt:
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keys = []driver.Key{driver.KeyAltLeft, driver.KeyAltRight}
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case KeyControl:
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keys = []driver.Key{driver.KeyControlLeft, driver.KeyControlRight}
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case KeyShift:
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keys = []driver.Key{driver.KeyShiftLeft, driver.KeyShiftRight}
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case KeyMeta:
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keys = []driver.Key{driver.KeyMetaLeft, driver.KeyMetaRight}
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default:
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keys = []driver.Key{driver.Key(key)}
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}
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for _, k := range keys {
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if uiDriver().Input().IsKeyPressed(k) {
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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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// CursorPosition returns a position of a mouse cursor relative to the game screen (window). The cursor position is
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// 'logical' position and this considers the scale of the screen.
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//
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// CursorPosition returns (0, 0) before the main loop on desktops and browsers.
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//
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// CursorPosition always returns (0, 0) on mobiles.
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//
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// CursorPosition is concurrent-safe.
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func CursorPosition() (x, y int) {
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return uiDriver().Input().CursorPosition()
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}
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// Wheel returns x and y offsets of the mouse wheel or touchpad scroll.
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// It returns 0 if the wheel isn't being rolled.
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//
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// Wheel is concurrent-safe.
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func Wheel() (xoff, yoff float64) {
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return uiDriver().Input().Wheel()
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}
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// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
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//
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// If you want to know whether the mouseButton started being pressed in the current frame,
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// use inpututil.IsMouseButtonJustPressed
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//
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// IsMouseButtonPressed is concurrent-safe.
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func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return uiDriver().Input().IsMouseButtonPressed(mouseButton)
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}
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// GamepadID represents a gamepad's identifier.
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type GamepadID = driver.GamepadID
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// GamepadSDLID returns a string with the GUID generated in the same way as SDL.
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// To detect devices, see also the community project of gamepad devices database: https://github.com/gabomdq/SDL_GameControllerDB
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//
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// GamepadSDLID always returns an empty string on browsers and mobiles.
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//
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// GamepadSDLID is concurrent-safe.
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func GamepadSDLID(id GamepadID) string {
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return uiDriver().Input().GamepadSDLID(id)
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}
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// GamepadName returns a string with the name.
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// This function may vary in how it returns descriptions for the same device across platforms.
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// for example the following drivers/platforms see a Xbox One controller as the following:
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//
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// - Windows: "Xbox Controller"
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// - Chrome: "Xbox 360 Controller (XInput STANDARD GAMEPAD)"
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// - Firefox: "xinput"
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//
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// GamepadName always returns an empty string on iOS.
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//
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// GamepadName is concurrent-safe.
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func GamepadName(id GamepadID) string {
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return uiDriver().Input().GamepadName(id)
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}
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// AppendGamepadIDs appends available gamepad IDs to gamepadIDs, 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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// AppendGamepadIDs is concurrent-safe.
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//
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// AppendGamepadIDs doesn't append anything on iOS.
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func AppendGamepadIDs(gamepadIDs []GamepadID) []GamepadID {
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return uiDriver().Input().AppendGamepadIDs(gamepadIDs)
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}
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// GamepadIDs returns a slice indicating available gamepad IDs.
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//
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// Deprecated: as of v2.2. Use AppendGamepadIDs instead.
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func GamepadIDs() []GamepadID {
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return AppendGamepadIDs(nil)
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}
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// GamepadAxisNum returns the number of axes of the gamepad (id).
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//
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// GamepadAxisNum is concurrent-safe.
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//
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// GamepadAxisNum always returns 0 on iOS.
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func GamepadAxisNum(id GamepadID) int {
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return uiDriver().Input().GamepadAxisNum(id)
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}
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// GamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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//
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// GamepadAxisValue is concurrent-safe.
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//
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// GamepadAxisValue always returns 0 on iOS.
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func GamepadAxisValue(id GamepadID, axis int) float64 {
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return uiDriver().Input().GamepadAxisValue(id, axis)
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}
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// GamepadAxis returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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//
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// Deprecated: as of v2.2. Use GamepadAxisValue instead.
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func GamepadAxis(id GamepadID, axis int) float64 {
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return GamepadAxisValue(id, axis)
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}
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// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
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//
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// GamepadButtonNum is concurrent-safe.
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//
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// GamepadButtonNum always returns 0 on iOS.
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func GamepadButtonNum(id GamepadID) int {
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return uiDriver().Input().GamepadButtonNum(id)
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}
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// IsGamepadButtonPressed reports whether the given button of the gamepad (id) is pressed or not.
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//
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// If you want to know whether the given button of gamepad (id) started being pressed in the current frame,
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// use inpututil.IsGamepadButtonJustPressed
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//
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// IsGamepadButtonPressed is concurrent-safe.
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//
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// The relationships between physical buttons and buttion IDs depend on environments.
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// There can be differences even between Chrome and Firefox.
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//
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// IsGamepadButtonPressed always returns false on iOS.
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func IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool {
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return uiDriver().Input().IsGamepadButtonPressed(id, button)
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}
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// StandardGamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s standard axis (axis).
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//
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// StandardGamepadAxisValue returns 0 when the gamepad doesn't have a standard gamepad layout mapping.
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//
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// StandardGamepadAxisValue is concurrent safe.
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func StandardGamepadAxisValue(id GamepadID, axis StandardGamepadAxis) float64 {
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return uiDriver().Input().StandardGamepadAxisValue(id, axis)
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}
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// IsStandardGamepadButtonPressed reports whether the given gamepad (id)'s standard gamepad button (button) is pressed.
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//
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// IsStandardGamepadButtonPressed returns false when the gamepad doesn't have a standard gamepad layout mapping.
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//
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// IsStandardGamepadButtonPressed is concurrent safe.
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func IsStandardGamepadButtonPressed(id GamepadID, button StandardGamepadButton) bool {
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return uiDriver().Input().IsStandardGamepadButtonPressed(id, button)
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}
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// IsStandardGamepadLayoutAvailable reports whether the gamepad (id) has a standard gamepad layout mapping.
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//
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// IsStandardGamepadLayoutAvailable is concurrent-safe.
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func IsStandardGamepadLayoutAvailable(id GamepadID) bool {
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return uiDriver().Input().IsStandardGamepadLayoutAvailable(id)
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}
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// TouchID represents a touch's identifier.
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type TouchID = driver.TouchID
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// AppendTouchIDs appends the current touch states to touches, 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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// If you want to know whether a touch started being pressed in the current frame,
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// use inpututil.JustPressedTouchIDs
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//
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// AppendTouchIDs doesn't append anything when there are no touches.
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// AppendTouchIDs always does nothing on desktops.
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//
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// AppendTouchIDs is concurrent-safe.
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func AppendTouchIDs(touches []TouchID) []TouchID {
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return uiDriver().Input().AppendTouchIDs(touches)
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}
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// TouchIDs returns the current touch states.
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//
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// Deperecated: as of v2.2. Use AppendTouchIDs instead.
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func TouchIDs() []TouchID {
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return AppendTouchIDs(nil)
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}
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// TouchPosition returns the position for the touch of the specified ID.
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//
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// If the touch of the specified ID is not present, TouchPosition returns (0, 0).
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//
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// TouchPosition is cuncurrent-safe.
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func TouchPosition(id TouchID) (int, int) {
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return uiDriver().Input().TouchPosition(id)
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}
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