ebiten/internal/uidriver/glfw/input.go

278 lines
5.9 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 !js
// +build !android
// +build !ios
package glfw
import (
"sync"
"unicode"
"github.com/hajimehoshi/ebiten/internal/driver"
"github.com/hajimehoshi/ebiten/internal/glfw"
)
type gamePad struct {
valid bool
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[int]pos // This is not updated until GLFW 3.3 is available (#417)
runeBuffer []rune
ui *UserInterface
}
type pos struct {
X int
Y int
}
func (i *Input) CursorPosition() (x, y int) {
i.ui.m.RLock()
cx, cy := i.cursorX, i.cursorY
i.ui.m.RUnlock()
return i.ui.adjustPosition(cx, cy)
}
func (i *Input) GamepadIDs() []int {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) == 0 {
return nil
}
r := []int{}
for id, g := range i.gamepads {
if g.valid {
r = append(r, id)
}
}
return r
}
func (i *Input) GamepadAxisNum(id int) int {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= id {
return 0
}
return i.gamepads[id].axisNum
}
func (i *Input) GamepadAxis(id int, axis int) float64 {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= id {
return 0
}
return i.gamepads[id].axes[axis]
}
func (i *Input) GamepadButtonNum(id int) int {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= id {
return 0
}
return i.gamepads[id].buttonNum
}
func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.gamepads) <= id {
return false
}
return i.gamepads[id].buttonPressed[button]
}
func (i *Input) TouchIDs() []int {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.touches) == 0 {
return nil
}
var ids []int
for id := range i.touches {
ids = append(ids, id)
}
return ids
}
func (i *Input) TouchPosition(id int) (x, y int) {
i.ui.m.RLock()
found := false
var p pos
for tid, pos := range i.touches {
if id == tid {
p = pos
found = true
break
}
}
i.ui.m.RUnlock()
if !found {
return 0, 0
}
return i.ui.adjustPosition(p.X, p.Y)
}
func (i *Input) RuneBuffer() []rune {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
return i.runeBuffer
}
func (i *Input) ResetForFrame() {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
i.runeBuffer = i.runeBuffer[:0]
i.scrollX, i.scrollY = 0, 0
}
func (i *Input) IsKeyPressed(key driver.Key) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
}
for gk, k := range glfwKeyCodeToKey {
if k != key {
continue
}
if i.keyPressed[gk] {
return true
}
}
return false
}
func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
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) {
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,
}
func (i *Input) appendRuneBuffer(char rune) {
if !unicode.IsPrint(char) {
return
}
i.ui.m.Lock()
i.runeBuffer = append(i.runeBuffer, char)
i.ui.m.Unlock()
}
func (i *Input) setWheel(xoff, yoff float64) {
i.ui.m.Lock()
i.scrollX = xoff
i.scrollY = yoff
i.ui.m.Unlock()
}
func (i *Input) update(window *glfw.Window, scale float64) {
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.onceCallback.Do(func() {
window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
i.appendRuneBuffer(char)
})
window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
i.setWheel(xoff, yoff)
})
})
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
}
for gk := range glfwKeyCodeToKey {
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
}
x, y := window.GetCursorPos()
i.cursorX = int(x / scale)
i.cursorY = int(y / scale)
for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
i.gamepads[id].valid = false
if !glfw.JoystickPresent(id) {
continue
}
i.gamepads[id].valid = true
axes32 := glfw.GetJoystickAxes(id)
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])
}
buttons := glfw.GetJoystickButtons(id)
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
}
}
}