ebiten/internal/ui/input_js.go
2017-11-10 00:35:46 +09:00

177 lines
3.9 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.
// +build js
package ui
import (
"github.com/gopherjs/gopherjs/js"
)
type mockRWLock struct{}
func (m mockRWLock) Lock() {}
func (m mockRWLock) Unlock() {}
func (m mockRWLock) RLock() {}
func (m mockRWLock) RUnlock() {}
type Input struct {
keyPressed map[string]bool
keyPressedEdge map[int]bool
mouseButtonPressed map[int]bool
cursorX int
cursorY int
gamepads [16]gamePad
touches []touch
runeBuffer []rune
m mockRWLock
}
func (i *Input) RuneBuffer() []rune {
return i.runeBuffer
}
func (i *Input) IsKeyPressed(key Key) bool {
if i.keyPressed != nil {
for _, c := range keyToCodes[key] {
if i.keyPressed[c] {
return true
}
}
}
if i.keyPressedEdge != nil {
for c, k := range keyCodeToKeyEdge {
if k != key {
continue
}
if i.keyPressedEdge[c] {
return true
}
}
}
return false
}
var codeToMouseButton = map[int]MouseButton{
0: MouseButtonLeft,
1: MouseButtonMiddle,
2: MouseButtonRight,
}
func (i *Input) IsMouseButtonPressed(button MouseButton) bool {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[int]bool{}
}
for c, b := range codeToMouseButton {
if b != button {
continue
}
if i.mouseButtonPressed[c] {
return true
}
}
return false
}
func (i *Input) keyDown(code string) {
if i.keyPressed == nil {
i.keyPressed = map[string]bool{}
}
i.keyPressed[code] = true
}
func (i *Input) keyUp(code string) {
if i.keyPressed == nil {
i.keyPressed = map[string]bool{}
}
i.keyPressed[code] = false
}
func (i *Input) keyDownEdge(code int) {
if i.keyPressedEdge == nil {
i.keyPressedEdge = map[int]bool{}
}
i.keyPressedEdge[code] = true
}
func (i *Input) keyUpEdge(code int) {
if i.keyPressedEdge == nil {
i.keyPressedEdge = map[int]bool{}
}
i.keyPressedEdge[code] = false
}
func (i *Input) mouseDown(code int) {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[int]bool{}
}
i.mouseButtonPressed[code] = true
}
func (i *Input) mouseUp(code int) {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[int]bool{}
}
i.mouseButtonPressed[code] = false
}
func (i *Input) setMouseCursor(x, y int) {
i.cursorX, i.cursorY = x, y
}
func (i *Input) updateGamepads() {
nav := js.Global.Get("navigator")
if nav.Get("getGamepads") == js.Undefined {
return
}
gamepads := nav.Call("getGamepads")
l := gamepads.Get("length").Int()
for id := 0; id < l; id++ {
i.gamepads[id].valid = false
gamepad := gamepads.Index(id)
if gamepad == js.Undefined || gamepad == nil {
continue
}
i.gamepads[id].valid = true
axes := gamepad.Get("axes")
axesNum := axes.Get("length").Int()
i.gamepads[id].axisNum = axesNum
for a := 0; a < len(i.gamepads[id].axes); a++ {
if axesNum <= a {
i.gamepads[id].axes[a] = 0
continue
}
i.gamepads[id].axes[a] = axes.Index(a).Float()
}
buttons := gamepad.Get("buttons")
buttonsNum := buttons.Get("length").Int()
i.gamepads[id].buttonNum = buttonsNum
for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
if buttonsNum <= b {
i.gamepads[id].buttonPressed[b] = false
continue
}
i.gamepads[id].buttonPressed[b] = buttons.Index(b).Get("pressed").Bool()
}
}
}
func (i *Input) updateTouches(t []touch) {
i.touches = make([]touch, len(t))
copy(i.touches, t)
}