ebiten/internal/ui/input_mobile.go
Hajime Hoshi e7c0a121c4 all: remove the build tag 'ebitencbackend'
This also automatically enables 'egl' when 'nintendosdk' is specified.

Updates #2242
2022-08-12 13:15:39 +09:00

100 lines
2.1 KiB
Go

// Copyright 2016 Hajime Hoshi
//
// 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.
//go:build (android || ios) && !nintendosdk
// +build android ios
// +build !nintendosdk
package ui
type Input struct {
keys map[Key]struct{}
runes []rune
touches []Touch
ui *userInterfaceImpl
}
func (i *Input) CursorPosition() (x, y int) {
return 0, 0
}
func (i *Input) AppendTouchIDs(touchIDs []TouchID) []TouchID {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, t := range i.touches {
touchIDs = append(touchIDs, t.ID)
}
return touchIDs
}
func (i *Input) TouchPosition(id TouchID) (x, y int) {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, t := range i.touches {
if t.ID == id {
return i.ui.adjustPosition(t.X, t.Y)
}
}
return 0, 0
}
func (i *Input) AppendInputChars(runes []rune) []rune {
i.ui.m.Lock()
defer i.ui.m.Unlock()
return append(runes, i.runes...)
}
func (i *Input) IsKeyPressed(key Key) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
_, ok := i.keys[key]
return ok
}
func (i *Input) Wheel() (xoff, yoff float64) {
return 0, 0
}
func (i *Input) IsMouseButtonPressed(key MouseButton) bool {
return false
}
func (i *Input) update(keys map[Key]struct{}, runes []rune, touches []Touch) {
i.ui.m.Lock()
defer i.ui.m.Unlock()
if i.keys == nil {
i.keys = map[Key]struct{}{}
}
for k := range i.keys {
delete(i.keys, k)
}
for k := range keys {
i.keys[k] = struct{}{}
}
i.runes = i.runes[:0]
i.runes = append(i.runes, runes...)
i.touches = i.touches[:0]
i.touches = append(i.touches, touches...)
}
func (i *Input) resetForTick() {
i.runes = nil
}