ebiten/inpututil/inpututil.go

176 lines
4.8 KiB
Go

// Copyright 2018 The Ebiten Authors
//
// 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 inpututil provides utility functions of input like keyboard or mouse.
//
// Note: This package is experimental and API might be changed.
package inpututil
import (
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/internal/hooks"
"github.com/hajimehoshi/ebiten/internal/sync"
)
type inputState struct {
keyStates map[ebiten.Key]int
mouseButtonStates map[ebiten.MouseButton]int
gamepadButtonStates map[int]map[ebiten.GamepadButton]int
touchStates map[int]int
m sync.RWMutex
}
var theInputState = &inputState{
keyStates: map[ebiten.Key]int{},
mouseButtonStates: map[ebiten.MouseButton]int{},
gamepadButtonStates: map[int]map[ebiten.GamepadButton]int{},
touchStates: map[int]int{},
}
func init() {
hooks.AppendHookOnUpdate(func() error {
theInputState.update()
return nil
})
}
func (i *inputState) update() {
i.m.Lock()
defer i.m.Unlock()
// Keyboard
for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
if ebiten.IsKeyPressed(k) {
i.keyStates[k]++
} else {
i.keyStates[k] = 0
}
}
// Mouse
for _, b := range []ebiten.MouseButton{
ebiten.MouseButtonLeft,
ebiten.MouseButtonRight,
ebiten.MouseButtonMiddle,
} {
if ebiten.IsMouseButtonPressed(b) {
i.mouseButtonStates[b]++
} else {
i.mouseButtonStates[b] = 0
}
}
// Gamepads
ids := map[int]struct{}{}
for _, id := range ebiten.GamepadIDs() {
ids[id] = struct{}{}
if _, ok := i.gamepadButtonStates[id]; !ok {
i.gamepadButtonStates[id] = map[ebiten.GamepadButton]int{}
}
n := ebiten.GamepadButtonNum(id)
for b := ebiten.GamepadButton(0); b < ebiten.GamepadButton(n); b++ {
if ebiten.IsGamepadButtonPressed(id, b) {
i.gamepadButtonStates[id][b]++
} else {
i.gamepadButtonStates[id][b] = 0
}
}
}
idsToDelete := []int{}
for id := range i.gamepadButtonStates {
if _, ok := ids[id]; !ok {
idsToDelete = append(idsToDelete, id)
}
}
for _, id := range idsToDelete {
delete(i.gamepadButtonStates, id)
}
// Touches
ids = map[int]struct{}{}
for _, t := range ebiten.Touches() {
ids[t.ID()] = struct{}{}
i.touchStates[t.ID()]++
}
idsToDelete = []int{}
for id := range i.touchStates {
if _, ok := ids[id]; !ok {
idsToDelete = append(idsToDelete, id)
}
}
for _, id := range idsToDelete {
delete(i.touchStates, id)
}
}
// IsKeyJustPressed returns a boolean value indicating
// whether the given key is pressed just in the current frame.
func IsKeyJustPressed(key ebiten.Key) bool {
return KeyPressDuration(key) == 1
}
// KeyPressDuration returns how long the key is pressed in frames.
func KeyPressDuration(key ebiten.Key) int {
theInputState.m.RLock()
s := theInputState.keyStates[key]
theInputState.m.RUnlock()
return s
}
// IsMouseButtonJustPressed returns a boolean value indicating
// whether the given mouse button is pressed just in the current frame.
func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
return MouseButtonPressDuration(button) == 1
}
// MouseButtonPressDuration returns how long the mouse button is pressed in frames.
func MouseButtonPressDuration(button ebiten.MouseButton) int {
theInputState.m.RLock()
s := theInputState.mouseButtonStates[button]
theInputState.m.RUnlock()
return s
}
// IsGamepadButtonJustPressed returns a boolean value indicating
// whether the given gamepad button of the gamepad id is pressed just in the current frame.
func IsGamepadButtonJustPressed(id int, button ebiten.GamepadButton) bool {
return GamepadButtonPressDuration(id, button) == 1
}
// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in frames.
func GamepadButtonPressDuration(id int, button ebiten.GamepadButton) int {
theInputState.m.RLock()
s := 0
if _, ok := theInputState.gamepadButtonStates[id]; ok {
s = theInputState.gamepadButtonStates[id][button]
}
theInputState.m.RUnlock()
return s
}
// IsJustTouched returns a boolean value indicating
// whether the given touch is pressed just in the current frame.
func IsJustTouched(id int) bool {
return TouchDuration(id) == 1
}
// TouchDuration returns how long the touch remains in frames.
func TouchDuration(id int) int {
theInputState.m.RLock()
s := theInputState.touchStates[id]
theInputState.m.RUnlock()
return s
}