ebiten/examples/2048/2048/input.go
2018-02-04 23:28:56 +09:00

222 lines
4.4 KiB
Go

// Copyright 2016 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.
// +build example
package twenty48
import (
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/inpututil"
)
// Dir represents a direction.
type Dir int
const (
DirUp Dir = iota
DirRight
DirDown
DirLeft
)
type mouseState int
const (
mouseStateNone mouseState = iota
mouseStatePressing
mouseStateSettled
)
type touchState int
const (
touchStateNone touchState = iota
touchStatePressing
touchStateSettled
touchStateInvalid
)
// String returns a string representing the direction.
func (d Dir) String() string {
switch d {
case DirUp:
return "Up"
case DirRight:
return "Right"
case DirDown:
return "Down"
case DirLeft:
return "Left"
}
panic("not reach")
}
// Vector returns a [-1, 1] value for each axis.
func (d Dir) Vector() (x, y int) {
switch d {
case DirUp:
return 0, -1
case DirRight:
return 1, 0
case DirDown:
return 0, 1
case DirLeft:
return -1, 0
}
panic("not reach")
}
// Input represents the current key states.
type Input struct {
mouseState mouseState
mouseInitPosX int
mouseInitPosY int
mouseDir Dir
touchState touchState
touchID int
touchInitPosX int
touchInitPosY int
touchLastPosX int
touchLastPosY int
touchDir Dir
}
// NewInput generates a new Input object.
func NewInput() *Input {
return &Input{}
}
func abs(x int) int {
if x < 0 {
return -x
}
return x
}
func vecToDir(dx, dy int) (Dir, bool) {
if abs(dx) < 4 && abs(dy) < 4 {
return 0, false
}
if abs(dx) < abs(dy) {
if dy < 0 {
return DirUp, true
}
return DirDown, true
} else {
if dx < 0 {
return DirLeft, true
}
return DirRight, true
}
}
// Update updates the current input states.
func (i *Input) Update() {
switch i.mouseState {
case mouseStateNone:
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
x, y := ebiten.CursorPosition()
i.mouseInitPosX = x
i.mouseInitPosY = y
i.mouseState = mouseStatePressing
}
case mouseStatePressing:
if !ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
x, y := ebiten.CursorPosition()
dx := x - i.mouseInitPosX
dy := y - i.mouseInitPosY
d, ok := vecToDir(dx, dy)
if !ok {
i.mouseState = mouseStateNone
break
}
i.mouseDir = d
i.mouseState = mouseStateSettled
}
case mouseStateSettled:
i.mouseState = mouseStateNone
}
switch i.touchState {
case touchStateNone:
ts := ebiten.Touches()
if len(ts) == 1 {
i.touchID = ts[0].ID()
x, y := ts[0].Position()
i.touchInitPosX = x
i.touchInitPosY = y
i.touchLastPosX = x
i.touchLastPosX = y
i.touchState = touchStatePressing
}
case touchStatePressing:
ts := ebiten.Touches()
if len(ts) >= 2 {
break
}
if len(ts) == 1 {
if ts[0].ID() != i.touchID {
i.touchState = touchStateInvalid
} else {
x, y := ts[0].Position()
i.touchLastPosX = x
i.touchLastPosY = y
}
break
}
if len(ts) == 0 {
dx := i.touchLastPosX - i.touchInitPosX
dy := i.touchLastPosY - i.touchInitPosY
d, ok := vecToDir(dx, dy)
if !ok {
i.touchState = touchStateNone
break
}
i.touchDir = d
i.touchState = touchStateSettled
}
case touchStateSettled:
i.touchState = touchStateNone
case touchStateInvalid:
if len(ebiten.Touches()) == 0 {
i.touchState = touchStateNone
}
}
}
// Dir returns a currently pressed direction.
// Dir returns false if no direction key is pressed.
func (i *Input) Dir() (Dir, bool) {
if inpututil.IsKeyJustPressed(ebiten.KeyUp) {
return DirUp, true
}
if inpututil.IsKeyJustPressed(ebiten.KeyLeft) {
return DirLeft, true
}
if inpututil.IsKeyJustPressed(ebiten.KeyRight) {
return DirRight, true
}
if inpututil.IsKeyJustPressed(ebiten.KeyDown) {
return DirDown, true
}
if i.mouseState == mouseStateSettled {
return i.mouseDir, true
}
if i.touchState == touchStateSettled {
return i.touchDir, true
}
return 0, false
}