ebiten/internal/uidriver/glfw/input.go
Hajime Hoshi b4819c4523
input: Rename GamepadGUID -> GamepadSDLID (#1049)
Gamepad GUID is a SDL specific notion and, strictly speaking,
they are not GUID (UUID) since they don't follow UUID's
specifications.

Renaming the function makes the situation clearer.

Updates #1048
2020-01-11 15:50:37 +09:00

385 lines
7.7 KiB
Go

// Copyright 2015 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.
// +build darwin freebsd linux windows
// +build !js
// +build !android
// +build !ios
package glfw
import (
"sync"
"unicode"
"github.com/hajimehoshi/ebiten/internal/driver"
"github.com/hajimehoshi/ebiten/internal/glfw"
)
type gamePad struct {
valid bool
guid string
name string
axisNum int
axes [16]float64
buttonNum int
buttonPressed [256]bool
}
type Input struct {
keyPressed map[glfw.Key]bool
mouseButtonPressed map[glfw.MouseButton]bool
onceCallback sync.Once
scrollX float64
scrollY float64
cursorX int
cursorY int
gamepads [16]gamePad
touches map[int]pos // This is not updated until GLFW 3.3 is available (#417)
runeBuffer []rune
ui *UserInterface
}
type pos struct {
X int
Y int
}
func (i *Input) CursorPosition() (x, y int) {
if !i.ui.isRunning() {
return 0, 0
}
var cx, cy int
_ = i.ui.t.Call(func() error {
cx, cy = i.cursorX, i.cursorY
return nil
})
return cx, cy
}
func (i *Input) GamepadIDs() []int {
if !i.ui.isRunning() {
return nil
}
var r []int
_ = i.ui.t.Call(func() error {
if len(i.gamepads) == 0 {
return nil
}
for id, g := range i.gamepads {
if g.valid {
r = append(r, id)
}
}
return nil
})
return r
}
func (i *Input) GamepadSDLID(id int) string {
if !i.ui.isRunning() {
return ""
}
var r string
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= id {
return nil
}
r = i.gamepads[id].guid
return nil
})
return r
}
func (i *Input) GamepadName(id int) string {
if !i.ui.isRunning() {
return ""
}
var r string
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= id {
return nil
}
r = i.gamepads[id].name
return nil
})
return r
}
func (i *Input) GamepadAxisNum(id int) int {
if !i.ui.isRunning() {
return 0
}
var r int
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= id {
return nil
}
r = i.gamepads[id].axisNum
return nil
})
return r
}
func (i *Input) GamepadAxis(id int, axis int) float64 {
if !i.ui.isRunning() {
return 0
}
var r float64
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= id {
return nil
}
r = i.gamepads[id].axes[axis]
return nil
})
return r
}
func (i *Input) GamepadButtonNum(id int) int {
if !i.ui.isRunning() {
return 0
}
var r int
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= id {
return nil
}
r = i.gamepads[id].buttonNum
return nil
})
return r
}
func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool {
if !i.ui.isRunning() {
return false
}
var r bool
_ = i.ui.t.Call(func() error {
if len(i.gamepads) <= id {
return nil
}
r = i.gamepads[id].buttonPressed[button]
return nil
})
return r
}
func (i *Input) TouchIDs() []int {
if !i.ui.isRunning() {
return nil
}
var ids []int
_ = i.ui.t.Call(func() error {
if len(i.touches) == 0 {
return nil
}
for id := range i.touches {
ids = append(ids, id)
}
return nil
})
return ids
}
func (i *Input) TouchPosition(id int) (x, y int) {
if !i.ui.isRunning() {
return 0, 0
}
var found bool
var p pos
_ = i.ui.t.Call(func() error {
for tid, pos := range i.touches {
if id == tid {
p = pos
found = true
break
}
}
return nil
})
if !found {
return 0, 0
}
return p.X, p.Y
}
func (i *Input) RuneBuffer() []rune {
if !i.ui.isRunning() {
return nil
}
var r []rune
_ = i.ui.t.Call(func() error {
r = i.runeBuffer
return nil
})
return r
}
func (i *Input) ResetForFrame() {
if !i.ui.isRunning() {
return
}
_ = i.ui.t.Call(func() error {
i.runeBuffer = i.runeBuffer[:0]
i.scrollX, i.scrollY = 0, 0
return nil
})
}
func (i *Input) IsKeyPressed(key driver.Key) bool {
if !i.ui.isRunning() {
return false
}
var r bool
_ = i.ui.t.Call(func() error {
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
}
for gk, k := range glfwKeyCodeToKey {
if k != key {
continue
}
if i.keyPressed[gk] {
r = true
return nil
}
}
return nil
})
return r
}
func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
if !i.ui.isRunning() {
return false
}
var r bool
_ = i.ui.t.Call(func() error {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
}
for gb, b := range glfwMouseButtonToMouseButton {
if b != button {
continue
}
if i.mouseButtonPressed[gb] {
r = true
return nil
}
}
return nil
})
return r
}
func (i *Input) Wheel() (xoff, yoff float64) {
if !i.ui.isRunning() {
return 0, 0
}
_ = i.ui.t.Call(func() error {
xoff, yoff = i.scrollX, i.scrollY
return nil
})
return
}
var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{
glfw.MouseButtonLeft: driver.MouseButtonLeft,
glfw.MouseButtonRight: driver.MouseButtonRight,
glfw.MouseButtonMiddle: driver.MouseButtonMiddle,
}
func (i *Input) appendRuneBuffer(char rune) {
// As this function is called from GLFW callbacks, the current thread is main.
if !unicode.IsPrint(char) {
return
}
i.runeBuffer = append(i.runeBuffer, char)
}
func (i *Input) setWheel(xoff, yoff float64) {
// As this function is called from GLFW callbacks, the current thread is main.
i.scrollX = xoff
i.scrollY = yoff
}
func (i *Input) update(window *glfw.Window, context driver.UIContext) {
var cx, cy float64
_ = i.ui.t.Call(func() error {
i.onceCallback.Do(func() {
window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
i.appendRuneBuffer(char)
})
window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
i.setWheel(xoff, yoff)
})
})
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
}
for gk := range glfwKeyCodeToKey {
i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
}
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
}
for gb := range glfwMouseButtonToMouseButton {
i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
}
cx, cy = window.GetCursorPos()
cx = i.ui.toDeviceIndependentPixel(cx)
cy = i.ui.toDeviceIndependentPixel(cy)
return nil
})
cx, cy = context.AdjustPosition(cx, cy)
_ = i.ui.t.Call(func() error {
i.cursorX, i.cursorY = int(cx), int(cy)
for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
i.gamepads[id].valid = false
if !id.Present() {
continue
}
i.gamepads[id].valid = true
// Note that GLFW's gamepad GUID follows SDL's GUID.
i.gamepads[id].guid = id.GetGUID()
i.gamepads[id].name = id.GetName()
axes32 := id.GetAxes()
i.gamepads[id].axisNum = len(axes32)
for a := 0; a < len(i.gamepads[id].axes); a++ {
if len(axes32) <= a {
i.gamepads[id].axes[a] = 0
continue
}
i.gamepads[id].axes[a] = float64(axes32[a])
}
buttons := id.GetButtons()
i.gamepads[id].buttonNum = len(buttons)
for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
if len(buttons) <= b {
i.gamepads[id].buttonPressed[b] = false
continue
}
i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
}
}
return nil
})
}