mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 11:48:55 +01:00
123 lines
2.3 KiB
Go
123 lines
2.3 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 input
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import (
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"github.com/hajimehoshi/ebiten/internal/driver"
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)
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var theInput = &Input{}
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type pos struct {
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X int
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Y int
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}
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func Get() *Input {
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return theInput
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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) GamepadIDs() []int {
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i.m.RLock()
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defer i.m.RUnlock()
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if len(i.gamepads) == 0 {
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return nil
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}
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r := []int{}
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for id, g := range i.gamepads {
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if g.valid {
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r = append(r, id)
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}
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}
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return r
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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 driver.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 (i *Input) TouchIDs() []int {
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i.m.RLock()
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defer i.m.RUnlock()
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if len(i.touches) == 0 {
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return nil
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}
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var ids []int
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for id := range i.touches {
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ids = append(ids, id)
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}
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return ids
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}
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func (i *Input) TouchPosition(id int) (x, y int) {
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i.m.RLock()
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defer i.m.RUnlock()
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for tid, pos := range i.touches {
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if id == tid {
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return pos.X, pos.Y
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}
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}
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return 0, 0
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}
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type gamePad struct {
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valid bool
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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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