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https://github.com/hajimehoshi/ebiten.git
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e7c0a121c4
This also automatically enables 'egl' when 'nintendosdk' is specified. Updates #2242
100 lines
2.1 KiB
Go
100 lines
2.1 KiB
Go
// Copyright 2016 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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//go:build (android || ios) && !nintendosdk
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// +build android ios
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// +build !nintendosdk
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package ui
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type Input struct {
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keys map[Key]struct{}
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runes []rune
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touches []Touch
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ui *userInterfaceImpl
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}
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func (i *Input) CursorPosition() (x, y int) {
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return 0, 0
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}
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func (i *Input) AppendTouchIDs(touchIDs []TouchID) []TouchID {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, t := range i.touches {
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touchIDs = append(touchIDs, t.ID)
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}
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return touchIDs
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}
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func (i *Input) TouchPosition(id TouchID) (x, y int) {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for _, t := range i.touches {
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if t.ID == id {
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return i.ui.adjustPosition(t.X, t.Y)
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}
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}
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return 0, 0
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}
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func (i *Input) AppendInputChars(runes []rune) []rune {
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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return append(runes, i.runes...)
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}
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func (i *Input) IsKeyPressed(key Key) bool {
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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_, ok := i.keys[key]
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return ok
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}
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func (i *Input) Wheel() (xoff, yoff float64) {
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return 0, 0
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}
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func (i *Input) IsMouseButtonPressed(key MouseButton) bool {
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return false
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}
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func (i *Input) update(keys map[Key]struct{}, runes []rune, touches []Touch) {
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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if i.keys == nil {
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i.keys = map[Key]struct{}{}
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}
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for k := range i.keys {
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delete(i.keys, k)
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}
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for k := range keys {
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i.keys[k] = struct{}{}
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}
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i.runes = i.runes[:0]
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i.runes = append(i.runes, runes...)
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i.touches = i.touches[:0]
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i.touches = append(i.touches, touches...)
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}
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func (i *Input) resetForTick() {
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i.runes = nil
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}
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