ebiten/internal/uidriver/mobile/input.go
Hajime Hoshi f23dadb8ae
Add internal/gamepaddb (#1805)
This is basically a revert of 93a156a718.
This implements parsing the SDL gamepad mappings by Ebiten instead
of GLFW, so that Ebiten can handle parsing errors completely.

Closes #1802
2021-09-11 22:46:05 +09:00

224 lines
4.3 KiB
Go

// Copyright 2016 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.
//go:build android || ios
// +build android ios
package mobile
import (
"github.com/hajimehoshi/ebiten/v2/internal/driver"
)
type pos struct {
X int
Y int
}
type Input struct {
keys map[driver.Key]struct{}
runes []rune
touches map[driver.TouchID]pos
gamepads []Gamepad
ui *UserInterface
}
func (i *Input) CursorPosition() (x, y int) {
return 0, 0
}
func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
gamepadIDs = append(gamepadIDs, g.ID)
}
return gamepadIDs
}
func (i *Input) GamepadSDLID(id driver.GamepadID) string {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.SDLID
}
return ""
}
func (i *Input) GamepadName(id driver.GamepadID) string {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.Name
}
return ""
}
func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.AxisNum
}
return 0
}
func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if g.AxisNum <= int(axis) {
return 0
}
return float64(g.Axes[axis])
}
return 0
}
func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.ButtonNum
}
return 0
}
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if g.ButtonNum <= int(button) {
return false
}
return g.Buttons[button]
}
return false
}
func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
// TODO: Implement this (#1557)
return false
}
func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
// TODO: Implement this (#1557)
return false
}
func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
// TODO: Implement this (#1557)
return 0
}
func (i *Input) AppendTouchIDs(touchIDs []driver.TouchID) []driver.TouchID {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for id := range i.touches {
touchIDs = append(touchIDs, id)
}
return touchIDs
}
func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for tid, pos := range i.touches {
if id == tid {
return i.ui.adjustPosition(pos.X, pos.Y)
}
}
return 0, 0
}
func (i *Input) AppendInputChars(runes []rune) []rune {
i.ui.m.Lock()
defer i.ui.m.Unlock()
return append(runes, i.runes...)
}
func (i *Input) IsKeyPressed(key driver.Key) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if i.keys == nil {
return false
}
_, ok := i.keys[key]
return ok
}
func (i *Input) Wheel() (xoff, yoff float64) {
return 0, 0
}
func (i *Input) IsMouseButtonPressed(key driver.MouseButton) bool {
return false
}
func (i *Input) update(keys map[driver.Key]struct{}, runes []rune, touches []*Touch, gamepads []Gamepad) {
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.keys = map[driver.Key]struct{}{}
for k := range keys {
i.keys[k] = struct{}{}
}
i.runes = make([]rune, len(runes))
copy(i.runes, runes)
i.touches = map[driver.TouchID]pos{}
for _, t := range touches {
i.touches[t.ID] = pos{
X: t.X,
Y: t.Y,
}
}
i.gamepads = make([]Gamepad, len(gamepads))
copy(i.gamepads, gamepads)
}
func (i *Input) resetForFrame() {
i.runes = nil
}