mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 19:58:54 +01:00
362 lines
8.3 KiB
Go
362 lines
8.3 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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// +build js
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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/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/jsutil"
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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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valid bool
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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[string]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 [16]gamePad
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touches map[int]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))
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return int(xf), int(yf)
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}
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func (i *Input) GamepadSDLID(id int) 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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if len(i.gamepads) <= id {
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return ""
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}
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var sdlid [16]byte
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copy(sdlid[:], []byte(i.gamepads[id].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 int) string {
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if len(i.gamepads) <= id {
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return ""
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}
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return i.gamepads[id].name
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}
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func (i *Input) GamepadIDs() []int {
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if len(i.gamepads) == 0 {
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return nil
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}
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r := []int{}
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for id, g := range i.gamepads {
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if g.valid {
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r = append(r, id)
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}
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}
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return r
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}
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func (i *Input) GamepadAxisNum(id int) int {
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if len(i.gamepads) <= id {
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return 0
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}
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return i.gamepads[id].axisNum
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}
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func (i *Input) GamepadAxis(id int, axis int) float64 {
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if len(i.gamepads) <= id {
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return 0
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}
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return i.gamepads[id].axes[axis]
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}
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func (i *Input) GamepadButtonNum(id int) int {
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if len(i.gamepads) <= id {
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return 0
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}
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return i.gamepads[id].buttonNum
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}
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func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool {
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if len(i.gamepads) <= id {
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return false
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}
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return i.gamepads[id].buttonPressed[button]
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}
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func (i *Input) TouchIDs() []int {
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if len(i.touches) == 0 {
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return nil
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}
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var ids []int
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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 int) (x, y int) {
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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))
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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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return i.runeBuffer
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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[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 string) {
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if i.keyPressed == nil {
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i.keyPressed = map[string]bool{}
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}
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i.keyPressed[code] = true
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}
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func (i *Input) keyUp(code string) {
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if i.keyPressed == nil {
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i.keyPressed = map[string]bool{}
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}
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i.keyPressed[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 jsutil.Equal(nav.Get("getGamepads"), js.Undefined()) {
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return
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}
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gamepads := nav.Call("getGamepads")
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l := gamepads.Get("length").Int()
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for id := 0; id < l; id++ {
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i.gamepads[id].valid = false
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gamepad := gamepads.Index(id)
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if jsutil.Equal(gamepad, js.Undefined()) || jsutil.Equal(gamepad, js.Null()) {
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continue
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}
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i.gamepads[id].valid = true
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i.gamepads[id].name = gamepad.Get("id").String()
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axes := gamepad.Get("axes")
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axesNum := axes.Get("length").Int()
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i.gamepads[id].axisNum = axesNum
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for a := 0; a < len(i.gamepads[id].axes); a++ {
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if axesNum <= a {
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i.gamepads[id].axes[a] = 0
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continue
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}
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i.gamepads[id].axes[a] = axes.Index(a).Float()
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}
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buttons := gamepad.Get("buttons")
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buttonsNum := buttons.Get("length").Int()
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i.gamepads[id].buttonNum = buttonsNum
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for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
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if buttonsNum <= b {
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i.gamepads[id].buttonPressed[b] = false
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continue
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}
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i.gamepads[id].buttonPressed[b] = buttons.Index(b).Get("pressed").Bool()
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}
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}
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}
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func (i *Input) Update(e js.Value) {
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switch e.Get("type").String() {
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case "keydown":
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c := e.Get("code")
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if jsutil.Equal(c, js.Undefined()) {
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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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cs := c.String()
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if cs == driverKeyToJSKey[driver.KeyUp] ||
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cs == driverKeyToJSKey[driver.KeyDown] ||
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cs == driverKeyToJSKey[driver.KeyLeft] ||
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cs == driverKeyToJSKey[driver.KeyRight] ||
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cs == driverKeyToJSKey[driver.KeyBackspace] ||
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cs == driverKeyToJSKey[driver.KeyTab] {
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e.Call("preventDefault")
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}
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i.keyDown(cs)
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case "keypress":
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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 "keyup":
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if jsutil.Equal(e.Get("code"), js.Undefined()) {
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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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code := e.Get("code").String()
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i.keyUp(code)
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case "mousedown":
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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 "mouseup":
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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 "mousemove":
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i.setMouseCursorFromEvent(e)
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case "wheel":
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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 "touchstart", "touchend", "touchmove":
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i.updateTouches(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 (i *Input) updateTouches(e js.Value) {
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j := e.Get("targetTouches")
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ts := map[int]pos{}
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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 := jj.Get("identifier").Int()
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ts[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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i.touches = ts
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}
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