mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 11:48:55 +01:00
132 lines
2.5 KiB
Go
132 lines
2.5 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 input
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var theInput = &Input{}
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func Get() *Input {
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return theInput
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}
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func (i *Input) CursorPosition() (x, y int) {
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i.m.RLock()
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defer i.m.RUnlock()
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return i.cursorX, i.cursorY
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}
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var emptyIDs = []int{}
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func (i *Input) GamepadIDs() []int {
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i.m.RLock()
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defer i.m.RUnlock()
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if len(i.gamepads) == 0 {
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// Avoid creating a slice if possible.
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// This is a performance optimization for browsers.
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return emptyIDs
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}
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r := []int{}
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for id, g := range i.gamepads {
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if g.valid {
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r = append(r, id)
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}
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}
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return r
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}
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func (i *Input) GamepadAxisNum(id int) int {
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i.m.RLock()
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defer i.m.RUnlock()
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if len(i.gamepads) <= id {
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return 0
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}
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return i.gamepads[id].axisNum
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}
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func (i *Input) GamepadAxis(id int, axis int) float64 {
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i.m.RLock()
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defer i.m.RUnlock()
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if len(i.gamepads) <= id {
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return 0
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}
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return i.gamepads[id].axes[axis]
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}
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func (i *Input) GamepadButtonNum(id int) int {
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i.m.RLock()
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defer i.m.RUnlock()
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if len(i.gamepads) <= id {
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return 0
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}
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return i.gamepads[id].buttonNum
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}
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func (i *Input) IsGamepadButtonPressed(id int, button GamepadButton) bool {
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i.m.RLock()
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defer i.m.RUnlock()
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if len(i.gamepads) <= id {
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return false
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}
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return i.gamepads[id].buttonPressed[button]
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}
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var emptyTouches = []*Touch{}
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func (in *Input) Touches() []*Touch {
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in.m.RLock()
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defer in.m.RUnlock()
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if len(in.touches) == 0 {
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// Avoid creating a slice if possible.
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// This is a performance optimization for browsers.
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return emptyTouches
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}
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t := make([]*Touch, len(in.touches))
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for i := 0; i < len(t); i++ {
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t[i] = in.touches[i]
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}
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return t
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}
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type gamePad struct {
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valid bool
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axisNum int
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axes [16]float64
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buttonNum int
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buttonPressed [256]bool
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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 NewTouch(id int, x, y int) *Touch {
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return &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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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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