mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 03:08:54 +01:00
111 lines
2.2 KiB
Go
111 lines
2.2 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 ui
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var currentInput = &input{}
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type Input interface {
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IsKeyPressed(key Key) bool
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IsMouseButtonPressed(button MouseButton) bool
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CursorPosition() (x, y int)
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GamepadAxis(id int, axis int) float64
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GamepadAxisNum(id int) int
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GamepadButtonNum(id int) int
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IsGamepadButtonPressed(id int, button GamepadButton) bool
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Touches() []Touch
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}
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type Touch interface {
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ID() int
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Position() (x, y int)
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}
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func CurrentInput() Input {
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return currentInput
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}
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func (i *input) CursorPosition() (x, y int) {
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i.m.RLock()
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defer i.m.RUnlock()
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return i.cursorX, i.cursorY
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}
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func (i *input) GamepadAxisNum(id int) int {
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i.m.RLock()
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defer i.m.RUnlock()
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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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i.m.RLock()
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defer i.m.RUnlock()
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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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i.m.RLock()
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defer i.m.RUnlock()
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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 GamepadButton) bool {
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i.m.RLock()
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defer i.m.RUnlock()
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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 (in *input) Touches() []Touch {
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in.m.RLock()
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defer in.m.RUnlock()
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t := make([]Touch, len(in.touches))
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for i := 0; i < len(t); i++ {
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t[i] = &in.touches[i]
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}
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return t
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}
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type gamePad struct {
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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 touch struct {
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id int
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x int
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y int
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}
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func (t *touch) ID() int {
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return t.id
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}
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func (t *touch) Position() (x, y int) {
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return t.x, t.y
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}
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