mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
599b3501fd
Updates #1472
481 lines
11 KiB
Go
481 lines
11 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 js
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import (
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"encoding/hex"
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"syscall/js"
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"unicode"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/jsutil"
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)
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var (
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stringKeydown = js.ValueOf("keydown")
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stringKeypress = js.ValueOf("keypress")
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stringKeyup = js.ValueOf("keyup")
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stringMousedown = js.ValueOf("mousedown")
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stringMouseup = js.ValueOf("mouseup")
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stringMousemove = js.ValueOf("mousemove")
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stringWheel = js.ValueOf("wheel")
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stringTouchstart = js.ValueOf("touchstart")
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stringTouchend = js.ValueOf("touchend")
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stringTouchmove = js.ValueOf("touchmove")
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)
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var jsKeys []js.Value
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func init() {
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for _, k := range driverKeyToJSKey {
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jsKeys = append(jsKeys, k)
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}
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}
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func jsKeyToID(key js.Value) int {
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// js.Value cannot be used as a map key.
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// As the number of keys is around 100, just a dumb loop should work.
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for i, k := range jsKeys {
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if jsutil.Equal(k, key) {
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return i
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}
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}
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return -1
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}
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type pos struct {
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X int
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Y int
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}
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type gamepad struct {
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name string
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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 Input struct {
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keyPressed map[int]bool
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keyPressedEdge map[int]bool
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mouseButtonPressed map[int]bool
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cursorX int
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cursorY int
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wheelX float64
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wheelY float64
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gamepads map[driver.GamepadID]gamepad
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touches map[driver.TouchID]pos
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runeBuffer []rune
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ui *UserInterface
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}
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func (i *Input) CursorPosition() (x, y int) {
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xf, yf := i.ui.context.AdjustPosition(float64(i.cursorX), float64(i.cursorY), i.ui.DeviceScaleFactor())
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return int(xf), int(yf)
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}
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func (i *Input) GamepadSDLID(id driver.GamepadID) string {
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// This emulates the implementation of EMSCRIPTEN_JoystickGetDeviceGUID.
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// https://hg.libsdl.org/SDL/file/bc90ce38f1e2/src/joystick/emscripten/SDL_sysjoystick.c#l385
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g, ok := i.gamepads[id]
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if !ok {
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return ""
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}
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var sdlid [16]byte
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copy(sdlid[:], []byte(g.name))
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return hex.EncodeToString(sdlid[:])
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}
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// GamepadName returns a string containing some information about the controller.
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// A PS2 controller returned "810-3-USB Gamepad" on Firefox
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// A Xbox 360 controller returned "xinput" on Firefox and "Xbox 360 Controller (XInput STANDARD GAMEPAD)" on Chrome
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func (i *Input) GamepadName(id driver.GamepadID) string {
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g, ok := i.gamepads[id]
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if !ok {
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return ""
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}
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return g.name
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}
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func (i *Input) GamepadIDs() []driver.GamepadID {
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if len(i.gamepads) == 0 {
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return nil
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}
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r := make([]driver.GamepadID, 0, len(i.gamepads))
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for id := range i.gamepads {
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r = append(r, id)
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}
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return r
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}
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func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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g, ok := i.gamepads[id]
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if !ok {
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return 0
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}
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return g.axisNum
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}
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func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
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g, ok := i.gamepads[id]
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if !ok {
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return 0
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}
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if g.axisNum <= axis {
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return 0
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}
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return g.axes[axis]
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}
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func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
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g, ok := i.gamepads[id]
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if !ok {
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return 0
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}
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return g.buttonNum
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}
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func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
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g, ok := i.gamepads[id]
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if !ok {
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return false
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}
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if g.buttonNum <= int(button) {
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return false
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}
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return g.buttonPressed[button]
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}
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func (i *Input) TouchIDs() []driver.TouchID {
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if len(i.touches) == 0 {
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return nil
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}
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ids := make([]driver.TouchID, 0, len(i.touches))
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for id := range i.touches {
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ids = append(ids, id)
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}
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return ids
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}
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func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
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d := i.ui.DeviceScaleFactor()
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for tid, pos := range i.touches {
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if id == tid {
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x, y := i.ui.context.AdjustPosition(float64(pos.X), float64(pos.Y), d)
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return int(x), int(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) RuneBuffer() []rune {
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rs := make([]rune, len(i.runeBuffer))
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copy(rs, i.runeBuffer)
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return rs
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}
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func (i *Input) resetForFrame() {
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i.runeBuffer = nil
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i.wheelX = 0
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i.wheelY = 0
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}
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func (i *Input) IsKeyPressed(key driver.Key) bool {
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if i.keyPressed != nil {
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if i.keyPressed[jsKeyToID(driverKeyToJSKey[key])] {
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return true
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}
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}
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if i.keyPressedEdge != nil {
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for c, k := range edgeKeyCodeToDriverKey {
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if k != key {
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continue
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}
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if i.keyPressedEdge[c] {
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return true
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}
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}
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}
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return false
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}
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var codeToMouseButton = map[int]driver.MouseButton{
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0: driver.MouseButtonLeft,
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1: driver.MouseButtonMiddle,
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2: driver.MouseButtonRight,
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}
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func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[int]bool{}
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}
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for c, b := range codeToMouseButton {
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if b != button {
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continue
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}
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if i.mouseButtonPressed[c] {
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return true
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}
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}
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return false
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}
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func (i *Input) Wheel() (xoff, yoff float64) {
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return i.wheelX, i.wheelY
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}
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func (i *Input) keyDown(code js.Value) {
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if i.keyPressed == nil {
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i.keyPressed = map[int]bool{}
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}
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i.keyPressed[jsKeyToID(code)] = true
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}
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func (i *Input) keyUp(code js.Value) {
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if i.keyPressed == nil {
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i.keyPressed = map[int]bool{}
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}
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i.keyPressed[jsKeyToID(code)] = false
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}
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func (i *Input) keyDownEdge(code int) {
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if i.keyPressedEdge == nil {
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i.keyPressedEdge = map[int]bool{}
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}
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i.keyPressedEdge[code] = true
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}
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func (i *Input) keyUpEdge(code int) {
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if i.keyPressedEdge == nil {
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i.keyPressedEdge = map[int]bool{}
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}
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i.keyPressedEdge[code] = false
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}
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func (i *Input) mouseDown(code int) {
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[int]bool{}
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}
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i.mouseButtonPressed[code] = true
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}
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func (i *Input) mouseUp(code int) {
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[int]bool{}
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}
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i.mouseButtonPressed[code] = false
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}
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func (i *Input) setMouseCursor(x, y int) {
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i.cursorX, i.cursorY = x, y
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}
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func (i *Input) updateGamepads() {
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nav := js.Global().Get("navigator")
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if !nav.Truthy() {
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return
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}
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if !nav.Get("getGamepads").Truthy() {
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return
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}
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for k := range i.gamepads {
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delete(i.gamepads, k)
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}
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gamepads := nav.Call("getGamepads")
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l := gamepads.Length()
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for idx := 0; idx < l; idx++ {
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gp := gamepads.Index(idx)
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if !gp.Truthy() {
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continue
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}
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id := driver.GamepadID(gp.Get("index").Int())
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g := gamepad{}
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g.name = gp.Get("id").String()
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axes := gp.Get("axes")
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axesNum := axes.Get("length").Int()
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g.axisNum = axesNum
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for a := 0; a < len(g.axes); a++ {
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if axesNum <= a {
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break
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}
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g.axes[a] = axes.Index(a).Float()
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}
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buttons := gp.Get("buttons")
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buttonsNum := buttons.Get("length").Int()
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g.buttonNum = buttonsNum
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for b := 0; b < len(g.buttonPressed); b++ {
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if buttonsNum <= b {
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break
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}
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g.buttonPressed[b] = buttons.Index(b).Get("pressed").Bool()
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}
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if i.gamepads == nil {
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i.gamepads = map[driver.GamepadID]gamepad{}
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}
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i.gamepads[id] = g
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}
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}
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func (i *Input) updateFromEvent(e js.Value) {
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// Avoid using js.Value.String() as String creates a Uint8Array via a TextEncoder and causes a heavy
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// overhead (#1437).
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switch t := e.Get("type"); {
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case jsutil.Equal(t, stringKeydown):
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c := e.Get("code")
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if c.Type() != js.TypeString {
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code := e.Get("keyCode").Int()
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if edgeKeyCodeToDriverKey[code] == driver.KeyUp ||
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edgeKeyCodeToDriverKey[code] == driver.KeyDown ||
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edgeKeyCodeToDriverKey[code] == driver.KeyLeft ||
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edgeKeyCodeToDriverKey[code] == driver.KeyRight ||
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edgeKeyCodeToDriverKey[code] == driver.KeyBackspace ||
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edgeKeyCodeToDriverKey[code] == driver.KeyTab {
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e.Call("preventDefault")
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}
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i.keyDownEdge(code)
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return
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}
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if jsutil.Equal(c, driverKeyToJSKey[driver.KeyUp]) ||
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jsutil.Equal(c, driverKeyToJSKey[driver.KeyDown]) ||
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jsutil.Equal(c, driverKeyToJSKey[driver.KeyLeft]) ||
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jsutil.Equal(c, driverKeyToJSKey[driver.KeyRight]) ||
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jsutil.Equal(c, driverKeyToJSKey[driver.KeyBackspace]) ||
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jsutil.Equal(c, driverKeyToJSKey[driver.KeyTab]) {
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e.Call("preventDefault")
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}
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i.keyDown(c)
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case jsutil.Equal(t, stringKeypress):
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if r := rune(e.Get("charCode").Int()); unicode.IsPrint(r) {
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i.runeBuffer = append(i.runeBuffer, r)
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}
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case jsutil.Equal(t, stringKeyup):
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if e.Get("code").Type() != js.TypeString {
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// Assume that UA is Edge.
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code := e.Get("keyCode").Int()
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i.keyUpEdge(code)
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return
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}
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i.keyUp(e.Get("code"))
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case jsutil.Equal(t, stringMousedown):
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button := e.Get("button").Int()
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i.mouseDown(button)
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i.setMouseCursorFromEvent(e)
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case jsutil.Equal(t, stringMouseup):
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button := e.Get("button").Int()
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i.mouseUp(button)
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i.setMouseCursorFromEvent(e)
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case jsutil.Equal(t, stringMousemove):
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i.setMouseCursorFromEvent(e)
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case jsutil.Equal(t, stringWheel):
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// TODO: What if e.deltaMode is not DOM_DELTA_PIXEL?
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i.wheelX = -e.Get("deltaX").Float()
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i.wheelY = -e.Get("deltaY").Float()
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case jsutil.Equal(t, stringTouchstart) || jsutil.Equal(t, stringTouchend) || jsutil.Equal(t, stringTouchmove):
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i.updateTouchesFromEvent(e)
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}
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}
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func (i *Input) setMouseCursorFromEvent(e js.Value) {
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x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
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i.setMouseCursor(x, y)
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}
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func (in *Input) updateTouchesFromEvent(e js.Value) {
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j := e.Get("targetTouches")
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for k := range in.touches {
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delete(in.touches, k)
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}
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for i := 0; i < j.Length(); i++ {
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jj := j.Call("item", i)
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id := driver.TouchID(jj.Get("identifier").Int())
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if in.touches == nil {
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in.touches = map[driver.TouchID]pos{}
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}
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in.touches[id] = pos{
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X: jj.Get("clientX").Int(),
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Y: jj.Get("clientY").Int(),
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}
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}
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}
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func (i *Input) updateForGo2Cpp() {
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if !go2cpp.Truthy() {
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return
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}
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for k := range i.touches {
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delete(i.touches, k)
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}
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touchCount := go2cpp.Get("touchCount").Int()
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for idx := 0; idx < touchCount; idx++ {
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id := go2cpp.Call("getTouchId", idx)
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x := go2cpp.Call("getTouchX", idx)
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y := go2cpp.Call("getTouchY", idx)
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if i.touches == nil {
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i.touches = map[driver.TouchID]pos{}
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}
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i.touches[driver.TouchID(id.Int())] = pos{
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X: x.Int(),
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Y: y.Int(),
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}
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}
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for k := range i.gamepads {
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delete(i.gamepads, k)
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}
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gamepadCount := go2cpp.Get("gamepadCount").Int()
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for idx := 0; idx < gamepadCount; idx++ {
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g := gamepad{}
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// Avoid buggy devices on GLFW (#1173).
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buttonCount := go2cpp.Call("getGamepadButtonCount", idx).Int()
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if buttonCount > len(g.buttonPressed) {
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continue
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}
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axisCount := go2cpp.Call("getGamepadAxisCount", idx).Int()
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if axisCount > len(g.axes) {
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continue
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}
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id := driver.GamepadID(go2cpp.Call("getGamepadId", idx).Int())
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g.buttonNum = buttonCount
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for j := 0; j < buttonCount; j++ {
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g.buttonPressed[j] = go2cpp.Call("isGamepadButtonPressed", idx, j).Bool()
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}
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g.axisNum = axisCount
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for j := 0; j < axisCount; j++ {
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g.axes[j] = go2cpp.Call("getGamepadAxis", idx, j).Float()
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}
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if i.gamepads == nil {
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i.gamepads = map[driver.GamepadID]gamepad{}
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}
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i.gamepads[id] = g
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}
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}
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