mirror of
https://github.com/hajimehoshi/ebiten.git
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fd69f58dae
Updates #237 Updates #1090
242 lines
6.9 KiB
Go
242 lines
6.9 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/internal/driver"
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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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// InputChars 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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// InputChars 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 InputChars() []rune {
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rb := uiDriver().Input().RuneBuffer()
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return append(make([]rune, 0, len(rb)), rb...)
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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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// 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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// There are keys that are invalid values as ebiten.Key (e.g., driver.KeyLeftAlt).
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// Skip such values.
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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.KeyLeftAlt, driver.KeyRightAlt}
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case KeyControl:
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keys = []driver.Key{driver.KeyLeftControl, driver.KeyRightControl}
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case KeyShift:
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keys = []driver.Key{driver.KeyLeftShift, driver.KeyRightShift}
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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 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 the x and y offset 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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// IsMouseButtonPressed is concurrent-safe.
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//
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// Note that touch events not longer affect IsMouseButtonPressed's result as of 1.4.0-alpha.
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// Use Touches instead.
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func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return uiDriver().Input().IsMouseButtonPressed(driver.MouseButton(mouseButton))
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}
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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 int) 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 mobiles.
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//
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// GamepadName is concurrent-safe.
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func GamepadName(id int) string {
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return uiDriver().Input().GamepadName(id)
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}
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// GamepadIDs returns a slice indicating available gamepad IDs.
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//
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// GamepadIDs is concurrent-safe.
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//
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// GamepadIDs always returns an empty slice on mobiles.
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func GamepadIDs() []int {
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return uiDriver().Input().GamepadIDs()
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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 mobiles.
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func GamepadAxisNum(id int) int {
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return uiDriver().Input().GamepadAxisNum(id)
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}
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// GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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//
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// GamepadAxis is concurrent-safe.
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//
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// GamepadAxis always returns 0 on mobiles.
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func GamepadAxis(id int, axis int) float64 {
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return uiDriver().Input().GamepadAxis(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 mobiles.
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func GamepadButtonNum(id int) int {
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return uiDriver().Input().GamepadButtonNum(id)
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}
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// IsGamepadButtonPressed returns the boolean indicating the given button of the gamepad (id) is pressed or not.
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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 mobiles.
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func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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return uiDriver().Input().IsGamepadButtonPressed(id, driver.GamepadButton(button))
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}
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// TouchIDs returns the current touch states.
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//
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// TouchIDs returns nil when there are no touches.
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// TouchIDs always returns nil on desktops.
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//
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// TouchIDs is concurrent-safe.
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func TouchIDs() []int {
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return uiDriver().Input().TouchIDs()
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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 int) (int, int) {
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found := false
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for _, i := range uiDriver().Input().TouchIDs() {
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if id == i {
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found = true
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break
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}
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}
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if !found {
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return 0, 0
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}
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return uiDriver().Input().TouchPosition(id)
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}
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// Touch is deprecated as of 1.7.0. Use TouchPosition instead.
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type Touch interface {
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// ID returns an identifier for one stroke.
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ID() int
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// Position returns the position of the touch.
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Position() (x, y int)
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}
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type touch struct {
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id int
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x int
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y int
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}
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func (t *touch) ID() int {
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return t.id
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}
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func (t *touch) Position() (x, y int) {
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return t.x, t.y
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}
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// Touches is deprecated as of 1.7.0. Use TouchIDs instead.
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func Touches() []Touch {
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var ts []Touch
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for _, id := range TouchIDs() {
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x, y := TouchPosition(id)
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ts = append(ts, &touch{
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id: id,
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x: x,
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y: y,
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})
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}
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return ts
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}
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