mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 19:58:54 +01:00
329 lines
9.2 KiB
Go
329 lines
9.2 KiB
Go
// Copyright 2018 The Ebiten Authors
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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 inpututil provides utility functions of input like keyboard or mouse.
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package inpututil
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import (
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"sort"
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"sync"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/internal/hooks"
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)
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type inputState struct {
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keyDurations map[ebiten.Key]int
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prevKeyDurations map[ebiten.Key]int
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mouseButtonDurations map[ebiten.MouseButton]int
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prevMouseButtonDurations map[ebiten.MouseButton]int
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gamepadIDs map[int]struct{}
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prevGamepadIDs map[int]struct{}
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gamepadButtonDurations map[int]map[ebiten.GamepadButton]int
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prevGamepadButtonDurations map[int]map[ebiten.GamepadButton]int
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touchDurations map[int]int
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prevTouchDurations map[int]int
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m sync.RWMutex
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}
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var theInputState = &inputState{
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keyDurations: map[ebiten.Key]int{},
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prevKeyDurations: map[ebiten.Key]int{},
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mouseButtonDurations: map[ebiten.MouseButton]int{},
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prevMouseButtonDurations: map[ebiten.MouseButton]int{},
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gamepadIDs: map[int]struct{}{},
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prevGamepadIDs: map[int]struct{}{},
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gamepadButtonDurations: map[int]map[ebiten.GamepadButton]int{},
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prevGamepadButtonDurations: map[int]map[ebiten.GamepadButton]int{},
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touchDurations: map[int]int{},
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prevTouchDurations: map[int]int{},
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}
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func init() {
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hooks.AppendHookOnBeforeUpdate(func() error {
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theInputState.update()
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return nil
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})
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}
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func (i *inputState) update() {
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i.m.Lock()
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defer i.m.Unlock()
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// Keyboard
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for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
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i.prevKeyDurations[k] = i.keyDurations[k]
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if ebiten.IsKeyPressed(k) {
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i.keyDurations[k]++
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} else {
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i.keyDurations[k] = 0
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}
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}
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// Mouse
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for _, b := range []ebiten.MouseButton{
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ebiten.MouseButtonLeft,
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ebiten.MouseButtonRight,
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ebiten.MouseButtonMiddle,
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} {
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i.prevMouseButtonDurations[b] = i.mouseButtonDurations[b]
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if ebiten.IsMouseButtonPressed(b) {
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i.mouseButtonDurations[b]++
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} else {
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i.mouseButtonDurations[b] = 0
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}
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}
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// Gamepads
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// Copy the gamepad IDs.
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i.prevGamepadIDs = map[int]struct{}{}
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for id := range i.gamepadIDs {
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i.prevGamepadIDs[id] = struct{}{}
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}
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// Copy the gamepad button durations.
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i.prevGamepadButtonDurations = map[int]map[ebiten.GamepadButton]int{}
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for id, ds := range i.gamepadButtonDurations {
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i.prevGamepadButtonDurations[id] = map[ebiten.GamepadButton]int{}
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for b, d := range ds {
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i.prevGamepadButtonDurations[id][b] = d
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}
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}
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i.gamepadIDs = map[int]struct{}{}
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for _, id := range ebiten.GamepadIDs() {
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i.gamepadIDs[id] = struct{}{}
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if _, ok := i.gamepadButtonDurations[id]; !ok {
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i.gamepadButtonDurations[id] = map[ebiten.GamepadButton]int{}
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}
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n := ebiten.GamepadButtonNum(id)
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for b := ebiten.GamepadButton(0); b < ebiten.GamepadButton(n); b++ {
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if ebiten.IsGamepadButtonPressed(id, b) {
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i.gamepadButtonDurations[id][b]++
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} else {
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i.gamepadButtonDurations[id][b] = 0
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}
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}
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}
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idsToDelete := []int{}
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for id := range i.gamepadButtonDurations {
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if _, ok := i.gamepadIDs[id]; !ok {
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idsToDelete = append(idsToDelete, id)
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}
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}
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for _, id := range idsToDelete {
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delete(i.gamepadButtonDurations, id)
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}
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// Touches
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ids := map[int]struct{}{}
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// Copy the touch durations.
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i.prevTouchDurations = map[int]int{}
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for id := range i.touchDurations {
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i.prevTouchDurations[id] = i.touchDurations[id]
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}
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for _, id := range ebiten.TouchIDs() {
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ids[id] = struct{}{}
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i.touchDurations[id]++
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}
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idsToDelete = []int{}
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for id := range i.touchDurations {
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if _, ok := ids[id]; !ok {
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idsToDelete = append(idsToDelete, id)
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}
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}
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for _, id := range idsToDelete {
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delete(i.touchDurations, id)
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}
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}
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// IsKeyJustPressed returns a boolean value indicating
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// whether the given key is pressed just in the current frame.
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//
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// IsKeyJustPressed is concurrent safe.
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func IsKeyJustPressed(key ebiten.Key) bool {
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return KeyPressDuration(key) == 1
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}
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// IsKeyJustReleased returns a boolean value indicating
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// whether the given key is released just in the current frame.
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//
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// IsKeyJustReleased is concurrent safe.
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func IsKeyJustReleased(key ebiten.Key) bool {
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theInputState.m.RLock()
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r := theInputState.keyDurations[key] == 0 && theInputState.prevKeyDurations[key] > 0
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theInputState.m.RUnlock()
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return r
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}
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// KeyPressDuration returns how long the key is pressed in frames.
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//
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// KeyPressDuration is concurrent safe.
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func KeyPressDuration(key ebiten.Key) int {
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theInputState.m.RLock()
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s := theInputState.keyDurations[key]
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theInputState.m.RUnlock()
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return s
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}
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// IsMouseButtonJustPressed returns a boolean value indicating
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// whether the given mouse button is pressed just in the current frame.
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//
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// IsMouseButtonJustPressed is concurrent safe.
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func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
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return MouseButtonPressDuration(button) == 1
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}
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// IsMouseButtonJustReleased returns a boolean value indicating
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// whether the given mouse button is released just in the current frame.
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//
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// IsMouseButtonJustReleased is concurrent safe.
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func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
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theInputState.m.RLock()
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r := theInputState.mouseButtonDurations[button] == 0 &&
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theInputState.prevMouseButtonDurations[button] > 0
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theInputState.m.RUnlock()
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return r
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}
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// MouseButtonPressDuration returns how long the mouse button is pressed in frames.
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//
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// MouseButtonPressDuration is concurrent safe.
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func MouseButtonPressDuration(button ebiten.MouseButton) int {
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theInputState.m.RLock()
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s := theInputState.mouseButtonDurations[button]
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theInputState.m.RUnlock()
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return s
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}
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// JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current frame.
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//
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// JustConnectedGamepadIDs might return nil when there is no connected gamepad.
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//
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// JustConnectedGamepadIDs is concurrent safe.
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func JustConnectedGamepadIDs() []int {
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var ids []int
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theInputState.m.RLock()
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for id := range theInputState.gamepadIDs {
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if _, ok := theInputState.prevGamepadIDs[id]; !ok {
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ids = append(ids, id)
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}
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}
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theInputState.m.RUnlock()
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sort.Ints(ids)
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return ids
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}
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// IsGamepadJustDisconnected returns a boolean value indicating
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// whether the gamepad of the given id is released just in the current frame.
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//
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// IsGamepadJustDisconnected is concurrent safe.
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func IsGamepadJustDisconnected(id int) bool {
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theInputState.m.RLock()
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_, prev := theInputState.prevGamepadIDs[id]
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_, current := theInputState.gamepadIDs[id]
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theInputState.m.RUnlock()
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return prev && !current
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}
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// IsGamepadButtonJustPressed returns a boolean value indicating
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// whether the given gamepad button of the gamepad id is pressed just in the current frame.
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//
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// IsGamepadButtonJustPressed is concurrent safe.
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func IsGamepadButtonJustPressed(id int, button ebiten.GamepadButton) bool {
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return GamepadButtonPressDuration(id, button) == 1
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}
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// IsGamepadButtonJustReleased returns a boolean value indicating
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// whether the given gamepad button of the gamepad id is released just in the current frame.
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//
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// IsGamepadButtonJustReleased is concurrent safe.
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func IsGamepadButtonJustReleased(id int, button ebiten.GamepadButton) bool {
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theInputState.m.RLock()
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prev := 0
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if _, ok := theInputState.prevGamepadButtonDurations[id]; ok {
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prev = theInputState.prevGamepadButtonDurations[id][button]
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}
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current := 0
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if _, ok := theInputState.gamepadButtonDurations[id]; ok {
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current = theInputState.gamepadButtonDurations[id][button]
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}
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theInputState.m.RUnlock()
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return current == 0 && prev > 0
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}
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// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in frames.
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//
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// GamepadButtonPressDuration is concurrent safe.
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func GamepadButtonPressDuration(id int, button ebiten.GamepadButton) int {
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theInputState.m.RLock()
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s := 0
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if _, ok := theInputState.gamepadButtonDurations[id]; ok {
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s = theInputState.gamepadButtonDurations[id][button]
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}
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theInputState.m.RUnlock()
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return s
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}
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// JustPressedTouchIDs returns touch IDs that are created just in the current frame.
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//
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// JustPressedTouchIDs might return nil when there is not touch.
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//
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// JustPressedTouchIDs is concurrent safe.
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func JustPressedTouchIDs() []int {
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var ids []int
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theInputState.m.RLock()
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for id, s := range theInputState.touchDurations {
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if s == 1 {
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ids = append(ids, id)
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}
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}
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theInputState.m.RUnlock()
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sort.Ints(ids)
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return ids
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}
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// IsTouchJustReleased returns a boolean value indicating
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// whether the given touch is released just in the current frame.
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//
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// IsTouchJustReleased is concurrent safe.
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func IsTouchJustReleased(id int) bool {
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theInputState.m.RLock()
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r := theInputState.touchDurations[id] == 0 && theInputState.prevTouchDurations[id] > 0
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theInputState.m.RUnlock()
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return r
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}
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// TouchPressDuration returns how long the touch remains in frames.
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//
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// TouchPressDuration is concurrent safe.
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func TouchPressDuration(id int) int {
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theInputState.m.RLock()
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s := theInputState.touchDurations[id]
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theInputState.m.RUnlock()
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return s
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}
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