mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 15:07:26 +01:00
e7c0a121c4
This also automatically enables 'egl' when 'nintendosdk' is specified. Updates #2242
212 lines
4.7 KiB
Go
212 lines
4.7 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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//go:build !android && !ios && !js && !nintendosdk
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// +build !android,!ios,!js,!nintendosdk
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package ui
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import (
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"math"
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"sync"
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"unicode"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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"github.com/hajimehoshi/ebiten/v2/internal/glfw"
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)
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type Input struct {
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keyPressed map[glfw.Key]bool
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mouseButtonPressed map[glfw.MouseButton]bool
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onceCallback sync.Once
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scrollX float64
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scrollY float64
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cursorX int
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cursorY int
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touches map[TouchID]pos // TODO: Implement this (#417)
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runeBuffer []rune
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ui *userInterfaceImpl
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}
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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 (i *Input) CursorPosition() (x, y int) {
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if !i.ui.isRunning() {
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return 0, 0
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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return i.cursorX, i.cursorY
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}
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func (i *Input) AppendTouchIDs(touchIDs []TouchID) []TouchID {
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if !i.ui.isRunning() {
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return nil
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for id := range i.touches {
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touchIDs = append(touchIDs, id)
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}
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return touchIDs
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}
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func (i *Input) TouchPosition(id TouchID) (x, y int) {
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if !i.ui.isRunning() {
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return 0, 0
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}
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i.ui.m.RLock()
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defer i.ui.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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func (i *Input) IsKeyPressed(key Key) bool {
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if !i.ui.isRunning() {
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return false
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}
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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gk, ok := uiKeyToGLFWKey[key]
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if !ok {
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return false
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}
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return i.keyPressed[gk]
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}
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func (i *Input) AppendInputChars(runes []rune) []rune {
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if !i.ui.isRunning() {
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return nil
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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return append(runes, i.runeBuffer...)
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}
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func (i *Input) resetForTick() {
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if !i.ui.isRunning() {
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return
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}
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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i.runeBuffer = i.runeBuffer[:0]
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i.scrollX, i.scrollY = 0, 0
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}
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func (i *Input) IsMouseButtonPressed(button MouseButton) bool {
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if !i.ui.isRunning() {
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return false
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}
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[glfw.MouseButton]bool{}
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}
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for gb, b := range glfwMouseButtonToMouseButton {
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if b != button {
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continue
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}
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if i.mouseButtonPressed[gb] {
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return true
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}
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}
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return false
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}
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func (i *Input) Wheel() (xoff, yoff float64) {
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if !i.ui.isRunning() {
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return 0, 0
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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return i.scrollX, i.scrollY
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}
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var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
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glfw.MouseButtonLeft: MouseButtonLeft,
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glfw.MouseButtonRight: MouseButtonRight,
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glfw.MouseButtonMiddle: MouseButtonMiddle,
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}
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// update must be called from the main thread.
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func (i *Input) update(window *glfw.Window, context *context) error {
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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i.onceCallback.Do(func() {
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window.SetCharModsCallback(glfw.ToCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
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// As this function is called from GLFW callbacks, the current thread is main.
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if !unicode.IsPrint(char) {
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return
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}
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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i.runeBuffer = append(i.runeBuffer, char)
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}))
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window.SetScrollCallback(glfw.ToScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
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// As this function is called from GLFW callbacks, the current thread is main.
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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i.scrollX = xoff
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i.scrollY = yoff
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}))
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})
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if i.keyPressed == nil {
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i.keyPressed = map[glfw.Key]bool{}
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}
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for _, gk := range uiKeyToGLFWKey {
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i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
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}
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[glfw.MouseButton]bool{}
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}
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for gb := range glfwMouseButtonToMouseButton {
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i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
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}
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cx, cy := window.GetCursorPos()
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// TODO: This is tricky. Rename the function?
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m := i.ui.currentMonitor()
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s := i.ui.deviceScaleFactor(m)
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cx = i.ui.dipFromGLFWPixel(cx, m)
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cy = i.ui.dipFromGLFWPixel(cy, m)
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cx, cy = context.adjustPosition(cx, cy, s)
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// AdjustPosition can return NaN at the initialization.
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if !math.IsNaN(cx) && !math.IsNaN(cy) {
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i.cursorX, i.cursorY = int(cx), int(cy)
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}
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if err := gamepad.Update(); err != nil {
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return err
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}
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return nil
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}
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