mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 15:07:26 +01:00
478 lines
15 KiB
Go
478 lines
15 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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"io/fs"
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"sync"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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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. On the other hand, Key represents a physical key of US keyboard layout
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//
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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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func AppendInputChars(runes []rune) []rune {
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return theInputState.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 tick,
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// use inpututil.IsKeyJustPressed
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//
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// Note that a Key represents a physical key of US keyboard layout.
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// For example, KeyQ represents Q key on US keyboards and ' (quote) key on Dvorak keyboards.
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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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func IsKeyPressed(key Key) bool {
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return theInputState.isKeyPressed(key)
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}
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// KeyName returns a key name for the current keyboard layout.
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// For example, KeyName(KeyQ) returns 'q' for a QWERTY keyboard, and returns 'a' for an AZERTY keyboard.
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//
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// KeyName returns an empty string if 1) the key doesn't have a physical key name, 2) the platform doesn't support KeyName,
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// or 3) the main loop doesn't start yet.
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//
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// KeyName is supported by desktops and browsers.
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//
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// KeyName is concurrent-safe.
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func KeyName(key Key) string {
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return ui.Get().KeyName(ui.Key(key))
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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 mobile native applications.
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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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cx, cy := theInputState.cursorPosition()
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return int(cx), int(cy)
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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 theInputState.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 tick,
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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 theInputState.isMouseButtonPressed(mouseButton)
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}
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// GamepadID represents a gamepad identifier.
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type GamepadID = gamepad.ID
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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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g := gamepad.Get(id)
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if g == nil {
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return ""
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}
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return g.SDLID()
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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 an 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 is concurrent-safe.
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func GamepadName(id GamepadID) string {
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g := gamepad.Get(id)
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if g == nil {
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return ""
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}
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return g.Name()
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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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func AppendGamepadIDs(gamepadIDs []GamepadID) []GamepadID {
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return gamepad.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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// GamepadAxisCount returns the number of axes of the gamepad (id).
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//
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// GamepadAxisCount is concurrent-safe.
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func GamepadAxisCount(id GamepadID) int {
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g := gamepad.Get(id)
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if g == nil {
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return 0
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}
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return g.AxisCount()
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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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// Deprecated: as of v2.4. Use GamepadAxisCount instead.
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func GamepadAxisNum(id GamepadID) int {
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return GamepadAxisCount(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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func GamepadAxisValue(id GamepadID, axis GamepadAxisType) float64 {
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g := gamepad.Get(id)
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if g == nil {
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return 0
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}
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return g.Axis(int(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 GamepadAxisType) float64 {
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return GamepadAxisValue(id, axis)
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}
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// GamepadButtonCount returns the number of the buttons of the given gamepad (id).
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//
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// GamepadButtonCount is concurrent-safe.
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func GamepadButtonCount(id GamepadID) int {
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g := gamepad.Get(id)
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if g == nil {
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return 0
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}
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// For backward compatibility, hats are treated as buttons in GLFW.
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return g.ButtonCount() + g.HatCount()*4
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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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// Deprecated: as of v2.4. Use GamepadButtonCount instead.
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func GamepadButtonNum(id GamepadID) int {
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return GamepadButtonCount(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 tick,
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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 button IDs depend on environments.
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// There can be differences even between Chrome and Firefox.
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func IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool {
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g := gamepad.Get(id)
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if g == nil {
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return false
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}
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nbuttons := g.ButtonCount()
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if int(button) < nbuttons {
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return g.Button(int(button))
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}
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// For backward compatibility, hats are treated as buttons in GLFW.
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if hat := (int(button) - nbuttons) / 4; hat < g.HatCount() {
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dir := (int(button) - nbuttons) % 4
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return g.Hat(hat)&(1<<dir) != 0
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}
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return false
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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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g := gamepad.Get(id)
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if g == nil {
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return 0
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}
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return g.StandardAxisValue(axis)
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}
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// StandardGamepadButtonValue returns a float value [0.0 - 1.0] of the given gamepad (id)'s standard button (button).
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//
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// StandardGamepadButtonValue returns 0 when the gamepad doesn't have a standard gamepad layout mapping.
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//
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// StandardGamepadButtonValue is concurrent safe.
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func StandardGamepadButtonValue(id GamepadID, button StandardGamepadButton) float64 {
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g := gamepad.Get(id)
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if g == nil {
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return 0
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}
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return g.StandardButtonValue(button)
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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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g := gamepad.Get(id)
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if g == nil {
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return false
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}
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return g.IsStandardButtonPressed(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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g := gamepad.Get(id)
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if g == nil {
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return false
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}
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return g.IsStandardLayoutAvailable()
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}
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// IsStandardGamepadAxisAvailable reports whether the standard gamepad axis is available on the gamepad (id).
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//
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// IsStandardGamepadAxisAvailable is concurrent-safe.
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func IsStandardGamepadAxisAvailable(id GamepadID, axis StandardGamepadAxis) bool {
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g := gamepad.Get(id)
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if g == nil {
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return false
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}
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return g.IsStandardAxisAvailable(axis)
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}
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// IsStandardGamepadButtonAvailable reports whether the standard gamepad button is available on the gamepad (id).
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//
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// IsStandardGamepadButtonAvailable is concurrent-safe.
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func IsStandardGamepadButtonAvailable(id GamepadID, button StandardGamepadButton) bool {
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g := gamepad.Get(id)
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if g == nil {
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return false
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}
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return g.IsStandardButtonAvailable(button)
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}
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// UpdateStandardGamepadLayoutMappings parses the specified string mappings in SDL_GameControllerDB format and
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// updates the gamepad layout definitions.
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//
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// UpdateStandardGamepadLayoutMappings reports whether the mappings were applied,
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// and returns an error in case any occurred while parsing the mappings.
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//
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// One or more input definitions can be provided separated by newlines.
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// In particular, it is valid to pass an entire gamecontrollerdb.txt file.
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// Note though that Ebitengine already includes its own copy of this file,
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// so this call should only be necessary to add mappings for hardware not supported yet;
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// ideally games using the StandardGamepad* functions should allow the user to provide mappings and
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// then call this function if provided.
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// When using this facility to support new hardware, please also send a pull request to
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// https://github.com/gabomdq/SDL_GameControllerDB to make your mapping available to everyone else.
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//
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// A platform field in a line corresponds with a GOOS like the following:
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//
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// "Windows": GOOS=windows
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// "Mac OS X": GOOS=darwin (not ios)
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// "Linux": GOOS=linux (not android)
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// "Android": GOOS=android
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// "iOS": GOOS=ios
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// "": Any GOOS
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//
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// On platforms where gamepad mappings are not managed by Ebitengine, this always returns false and nil.
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//
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// UpdateStandardGamepadLayoutMappings is concurrent-safe.
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//
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// UpdateStandardGamepadLayoutMappings mappings take effect immediately even for already connected gamepads.
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//
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// UpdateStandardGamepadLayoutMappings works atomically. If an error happens, nothing is updated.
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func UpdateStandardGamepadLayoutMappings(mappings string) (bool, error) {
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if err := gamepaddb.Update([]byte(mappings)); err != nil {
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return false, err
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}
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return true, nil
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}
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// TouchID represents a touch's identifier.
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type TouchID int
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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 tick,
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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 theInputState.appendTouchIDs(touches)
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}
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// TouchIDs returns the current touch states.
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//
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// Deprecated: 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 concurrent-safe.
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func TouchPosition(id TouchID) (int, int) {
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return theInputState.touchPosition(id)
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}
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var theInputState inputState
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type inputState struct {
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state ui.InputState
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m sync.Mutex
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}
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func (i *inputState) update(fn func(*ui.InputState)) {
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i.m.Lock()
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defer i.m.Unlock()
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fn(&i.state)
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}
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func (i *inputState) appendInputChars(runes []rune) []rune {
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i.m.Lock()
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defer i.m.Unlock()
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return append(runes, i.state.Runes...)
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}
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func (i *inputState) 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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i.m.Lock()
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defer i.m.Unlock()
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switch key {
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case KeyAlt:
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return i.state.KeyPressed[ui.KeyAltLeft] || i.state.KeyPressed[ui.KeyAltRight]
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case KeyControl:
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return i.state.KeyPressed[ui.KeyControlLeft] || i.state.KeyPressed[ui.KeyControlRight]
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case KeyShift:
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return i.state.KeyPressed[ui.KeyShiftLeft] || i.state.KeyPressed[ui.KeyShiftRight]
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case KeyMeta:
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return i.state.KeyPressed[ui.KeyMetaLeft] || i.state.KeyPressed[ui.KeyMetaRight]
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default:
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return i.state.KeyPressed[key]
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}
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}
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func (i *inputState) cursorPosition() (float64, float64) {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.CursorX, i.state.CursorY
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}
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func (i *inputState) wheel() (float64, float64) {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.WheelX, i.state.WheelY
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}
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func (i *inputState) isMouseButtonPressed(mouseButton MouseButton) bool {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.MouseButtonPressed[mouseButton]
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}
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func (i *inputState) appendTouchIDs(touches []TouchID) []TouchID {
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i.m.Lock()
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defer i.m.Unlock()
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for _, t := range i.state.Touches {
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touches = append(touches, TouchID(t.ID))
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}
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return touches
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}
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func (i *inputState) touchPosition(id TouchID) (int, int) {
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i.m.Lock()
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defer i.m.Unlock()
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for _, t := range i.state.Touches {
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if id != TouchID(t.ID) {
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continue
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}
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return t.X, t.Y
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}
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return 0, 0
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}
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func (i *inputState) windowBeingClosed() bool {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.WindowBeingClosed
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}
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func (i *inputState) droppedFiles() fs.FS {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.DroppedFiles
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}
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