ebiten/input.go
Hajime Hoshi 59295cc85f internal/ui: bug fix: input state should be reset for each tick, not frame
Before this change, input states were reset for each frame. When FPS
is bigger than TPS, the input state was reset more often than expected
and then some inputs were missing.

This change fixes the issue by resetting input states not for each frame
but for each tick.

This change also updates some comments of the input API.

Updates #2496
Closes #2501
2022-12-20 10:07:19 +09:00

466 lines
14 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.
package ebiten
import (
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
"github.com/hajimehoshi/ebiten/v2/internal/gamepaddb"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
)
// AppendInputChars appends "printable" runes, read from the keyboard at the time update is called, to runes,
// and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// AppendInputChars represents the environment's locale-dependent translation of keyboard
// input to Unicode characters. On the other hand, Key represents a physical key of US keyboard layout
//
// "Control" and modifier keys should be handled with IsKeyPressed.
//
// AppendInputChars is concurrent-safe.
//
// On Android (ebitenmobile), EbitenView must be focusable to enable to handle keyboard keys.
//
// Keyboards don't work on iOS yet (#1090).
func AppendInputChars(runes []rune) []rune {
return theInputState.appendInputChars(runes)
}
// InputChars return "printable" runes read from the keyboard at the time update is called.
//
// Deprecated: as of v2.2. Use AppendInputChars instead.
func InputChars() []rune {
return AppendInputChars(nil)
}
// IsKeyPressed returns a boolean indicating whether key is pressed.
//
// If you want to know whether the key started being pressed in the current tick,
// use inpututil.IsKeyJustPressed
//
// Note that a Key represents a pysical key of US keyboard layout.
// For example, KeyQ represents Q key on US keyboards and ' (quote) key on Dvorak keyboards.
//
// Known issue: On Edge browser, some keys don't work well:
//
// - KeyKPEnter and KeyKPEqual are recognized as KeyEnter and KeyEqual.
// - KeyPrintScreen is only treated at keyup event.
//
// IsKeyPressed is concurrent-safe.
//
// On Android (ebitenmobile), EbitenView must be focusable to enable to handle keyboard keys.
//
// Keyboards don't work on iOS yet (#1090).
func IsKeyPressed(key Key) bool {
return theInputState.isKeyPressed(key)
}
// CursorPosition returns a position of a mouse cursor relative to the game screen (window). The cursor position is
// 'logical' position and this considers the scale of the screen.
//
// CursorPosition returns (0, 0) before the main loop on desktops and browsers.
//
// CursorPosition always returns (0, 0) on mobiles.
//
// CursorPosition is concurrent-safe.
func CursorPosition() (x, y int) {
return theInputState.cursorPosition()
}
// Wheel returns x and y offsets of the mouse wheel or touchpad scroll.
// It returns 0 if the wheel isn't being rolled.
//
// Wheel is concurrent-safe.
func Wheel() (xoff, yoff float64) {
return theInputState.wheel()
}
// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
//
// If you want to know whether the mouseButton started being pressed in the current tick,
// use inpututil.IsMouseButtonJustPressed
//
// IsMouseButtonPressed is concurrent-safe.
func IsMouseButtonPressed(mouseButton MouseButton) bool {
return theInputState.isMouseButtonPressed(mouseButton)
}
// GamepadID represents a gamepad's identifier.
type GamepadID = gamepad.ID
// GamepadSDLID returns a string with the GUID generated in the same way as SDL.
// To detect devices, see also the community project of gamepad devices database: https://github.com/gabomdq/SDL_GameControllerDB
//
// GamepadSDLID always returns an empty string on browsers and mobiles.
//
// GamepadSDLID is concurrent-safe.
func GamepadSDLID(id GamepadID) string {
g := gamepad.Get(id)
if g == nil {
return ""
}
return g.SDLID()
}
// GamepadName returns a string with the name.
// This function may vary in how it returns descriptions for the same device across platforms.
// for example the following drivers/platforms see a Xbox One controller as the following:
//
// - Windows: "Xbox Controller"
// - Chrome: "Xbox 360 Controller (XInput STANDARD GAMEPAD)"
// - Firefox: "xinput"
//
// GamepadName is concurrent-safe.
func GamepadName(id GamepadID) string {
g := gamepad.Get(id)
if g == nil {
return ""
}
return g.Name()
}
// AppendGamepadIDs appends available gamepad IDs to gamepadIDs, and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// AppendGamepadIDs is concurrent-safe.
func AppendGamepadIDs(gamepadIDs []GamepadID) []GamepadID {
return gamepad.AppendGamepadIDs(gamepadIDs)
}
// GamepadIDs returns a slice indicating available gamepad IDs.
//
// Deprecated: as of v2.2. Use AppendGamepadIDs instead.
func GamepadIDs() []GamepadID {
return AppendGamepadIDs(nil)
}
// GamepadAxisCount returns the number of axes of the gamepad (id).
//
// GamepadAxisCount is concurrent-safe.
func GamepadAxisCount(id GamepadID) int {
g := gamepad.Get(id)
if g == nil {
return 0
}
return g.AxisCount()
}
// GamepadAxisNum returns the number of axes of the gamepad (id).
//
// Deprecated: as of v2.4. Use GamepadAxisCount instead.
func GamepadAxisNum(id GamepadID) int {
return GamepadAxisCount(id)
}
// GamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
//
// GamepadAxisValue is concurrent-safe.
func GamepadAxisValue(id GamepadID, axis int) float64 {
g := gamepad.Get(id)
if g == nil {
return 0
}
return g.Axis(axis)
}
// GamepadAxis returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
//
// Deprecated: as of v2.2. Use GamepadAxisValue instead.
func GamepadAxis(id GamepadID, axis int) float64 {
return GamepadAxisValue(id, axis)
}
// GamepadButtonCount returns the number of the buttons of the given gamepad (id).
//
// GamepadButtonCount is concurrent-safe.
func GamepadButtonCount(id GamepadID) int {
g := gamepad.Get(id)
if g == nil {
return 0
}
// For backward compatibility, hats are treated as buttons in GLFW.
return g.ButtonCount() + g.HatCount()*4
}
// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
//
// Deprecated: as of v2.4. Use GamepadButtonCount instead.
func GamepadButtonNum(id GamepadID) int {
return GamepadButtonCount(id)
}
// IsGamepadButtonPressed reports whether the given button of the gamepad (id) is pressed or not.
//
// If you want to know whether the given button of gamepad (id) started being pressed in the current tick,
// use inpututil.IsGamepadButtonJustPressed
//
// IsGamepadButtonPressed is concurrent-safe.
//
// The relationships between physical buttons and buttion IDs depend on environments.
// There can be differences even between Chrome and Firefox.
func IsGamepadButtonPressed(id GamepadID, button GamepadButton) bool {
g := gamepad.Get(id)
if g == nil {
return false
}
nbuttons := g.ButtonCount()
if int(button) < nbuttons {
return g.Button(int(button))
}
// For backward compatibility, hats are treated as buttons in GLFW.
if hat := (int(button) - nbuttons) / 4; hat < g.HatCount() {
dir := (int(button) - nbuttons) % 4
return g.Hat(hat)&(1<<dir) != 0
}
return false
}
// StandardGamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s standard axis (axis).
//
// StandardGamepadAxisValue returns 0 when the gamepad doesn't have a standard gamepad layout mapping.
//
// StandardGamepadAxisValue is concurrent safe.
func StandardGamepadAxisValue(id GamepadID, axis StandardGamepadAxis) float64 {
g := gamepad.Get(id)
if g == nil {
return 0
}
return g.StandardAxisValue(axis)
}
// StandardGamepadButtonValue returns a float value [0.0 - 1.0] of the given gamepad (id)'s standard button (button).
//
// StandardGamepadButtonValue returns 0 when the gamepad doesn't have a standard gamepad layout mapping.
//
// StandardGamepadButtonValue is concurrent safe.
func StandardGamepadButtonValue(id GamepadID, button StandardGamepadButton) float64 {
g := gamepad.Get(id)
if g == nil {
return 0
}
return g.StandardButtonValue(button)
}
// IsStandardGamepadButtonPressed reports whether the given gamepad (id)'s standard gamepad button (button) is pressed.
//
// IsStandardGamepadButtonPressed returns false when the gamepad doesn't have a standard gamepad layout mapping.
//
// IsStandardGamepadButtonPressed is concurrent safe.
func IsStandardGamepadButtonPressed(id GamepadID, button StandardGamepadButton) bool {
g := gamepad.Get(id)
if g == nil {
return false
}
return g.IsStandardButtonPressed(button)
}
// IsStandardGamepadLayoutAvailable reports whether the gamepad (id) has a standard gamepad layout mapping.
//
// IsStandardGamepadLayoutAvailable is concurrent-safe.
func IsStandardGamepadLayoutAvailable(id GamepadID) bool {
g := gamepad.Get(id)
if g == nil {
return false
}
return g.IsStandardLayoutAvailable()
}
// IsStandardGamepadAxisAvailable reports whether the standard gamepad axis is available on the gamepad (id).
//
// IsStandardGamepadAxisAvailable is concurrent-safe.
func IsStandardGamepadAxisAvailable(id GamepadID, axis StandardGamepadAxis) bool {
g := gamepad.Get(id)
if g == nil {
return false
}
return g.IsStandardAxisAvailable(axis)
}
// IsStandardGamepadButtonAvailable reports whether the standard gamepad button is available on the gamepad (id).
//
// IsStandardGamepadButtonAvailable is concurrent-safe.
func IsStandardGamepadButtonAvailable(id GamepadID, button StandardGamepadButton) bool {
g := gamepad.Get(id)
if g == nil {
return false
}
return g.IsStandardButtonAvailable(button)
}
// UpdateStandardGamepadLayoutMappings parses the specified string mappings in SDL_GameControllerDB format and
// updates the gamepad layout definitions.
//
// UpdateStandardGamepadLayoutMappings reports whether the mappings were applied,
// and returns an error in case any occurred while parsing the mappings.
//
// One or more input definitions can be provided separated by newlines.
// In particular, it is valid to pass an entire gamecontrollerdb.txt file.
// Note though that Ebitengine already includes its own copy of this file,
// so this call should only be necessary to add mappings for hardware not supported yet;
// ideally games using the StandardGamepad* functions should allow the user to provide mappings and
// then call this function if provided.
// When using this facility to support new hardware, please also send a pull request to
// https://github.com/gabomdq/SDL_GameControllerDB to make your mapping available to everyone else.
//
// A platform field in a line corresponds with a GOOS like the following:
//
// "Windows": GOOS=windows
// "Mac OS X": GOOS=darwin (not ios)
// "Linux": GOOS=linux (not android)
// "Android": GOOS=android
// "iOS": GOOS=ios
// "": Any GOOS
//
// On platforms where gamepad mappings are not managed by Ebitengine, this always returns false and nil.
//
// UpdateStandardGamepadLayoutMappings is concurrent-safe.
//
// UpdateStandardGamepadLayoutMappings mappings take effect immediately even for already connected gamepads.
//
// UpdateStandardGamepadLayoutMappings works atomically. If an error happens, nothing is updated.
func UpdateStandardGamepadLayoutMappings(mappings string) (bool, error) {
if err := gamepaddb.Update([]byte(mappings)); err != nil {
return false, err
}
return true, nil
}
// TouchID represents a touch's identifier.
type TouchID = ui.TouchID
// AppendTouchIDs appends the current touch states to touches, and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
//
// If you want to know whether a touch started being pressed in the current tick,
// use inpututil.JustPressedTouchIDs
//
// AppendTouchIDs doesn't append anything when there are no touches.
// AppendTouchIDs always does nothing on desktops.
//
// AppendTouchIDs is concurrent-safe.
func AppendTouchIDs(touches []TouchID) []TouchID {
return theInputState.appendTouchIDs(touches)
}
// TouchIDs returns the current touch states.
//
// Deprecated: as of v2.2. Use AppendTouchIDs instead.
func TouchIDs() []TouchID {
return AppendTouchIDs(nil)
}
// TouchPosition returns the position for the touch of the specified ID.
//
// If the touch of the specified ID is not present, TouchPosition returns (0, 0).
//
// TouchPosition is cuncurrent-safe.
func TouchPosition(id TouchID) (int, int) {
return theInputState.touchPosition(id)
}
var theInputState inputState
type inputState struct {
state ui.InputState
m sync.Mutex
}
func (i *inputState) set(inputState ui.InputState) {
i.m.Lock()
defer i.m.Unlock()
i.state = inputState
}
func (i *inputState) appendInputChars(runes []rune) []rune {
i.m.Lock()
defer i.m.Unlock()
return append(runes, i.state.Runes[:i.state.RunesCount]...)
}
func (i *inputState) isKeyPressed(key Key) bool {
if !key.isValid() {
return false
}
i.m.Lock()
defer i.m.Unlock()
switch key {
case KeyAlt:
return i.state.KeyPressed[ui.KeyAltLeft] || i.state.KeyPressed[ui.KeyAltRight]
case KeyControl:
return i.state.KeyPressed[ui.KeyControlLeft] || i.state.KeyPressed[ui.KeyControlRight]
case KeyShift:
return i.state.KeyPressed[ui.KeyShiftLeft] || i.state.KeyPressed[ui.KeyShiftRight]
case KeyMeta:
return i.state.KeyPressed[ui.KeyMetaLeft] || i.state.KeyPressed[ui.KeyMetaRight]
default:
return i.state.KeyPressed[ui.Key(key)]
}
}
func (i *inputState) cursorPosition() (int, int) {
i.m.Lock()
defer i.m.Unlock()
return i.state.CursorX, i.state.CursorY
}
func (i *inputState) wheel() (float64, float64) {
i.m.Lock()
defer i.m.Unlock()
return i.state.WheelX, i.state.WheelY
}
func (i *inputState) isMouseButtonPressed(mouseButton MouseButton) bool {
i.m.Lock()
defer i.m.Unlock()
return i.state.MouseButtonPressed[mouseButton]
}
func (i *inputState) appendTouchIDs(touches []TouchID) []TouchID {
i.m.Lock()
defer i.m.Unlock()
for _, t := range i.state.Touches {
if !t.Valid {
continue
}
touches = append(touches, t.ID)
}
return touches
}
func (i *inputState) touchPosition(id TouchID) (int, int) {
i.m.Lock()
defer i.m.Unlock()
for _, t := range i.state.Touches {
if !t.Valid {
continue
}
if id != t.ID {
continue
}
return t.X, t.Y
}
return 0, 0
}