mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-13 22:47:26 +01:00
280 lines
7.9 KiB
Go
280 lines
7.9 KiB
Go
// Copyright 2018 The Ebiten Authors
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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 inpututil provides utility functions of input like keyboard or mouse.
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//
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// Note: This package is experimental and API might be changed.
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package inpututil
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import (
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/internal/hooks"
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"github.com/hajimehoshi/ebiten/internal/sync"
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)
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type inputState struct {
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keyStates map[ebiten.Key]int
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prevKeyStates map[ebiten.Key]int
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mouseButtonStates map[ebiten.MouseButton]int
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prevMouseButtonStates map[ebiten.MouseButton]int
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gamepadButtonStates map[int]map[ebiten.GamepadButton]int
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prevGamepadButtonStates map[int]map[ebiten.GamepadButton]int
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touchStates map[int]int
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prevTouchStates map[int]int
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m sync.RWMutex
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}
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var theInputState = &inputState{
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keyStates: map[ebiten.Key]int{},
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prevKeyStates: map[ebiten.Key]int{},
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mouseButtonStates: map[ebiten.MouseButton]int{},
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prevMouseButtonStates: map[ebiten.MouseButton]int{},
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gamepadButtonStates: map[int]map[ebiten.GamepadButton]int{},
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prevGamepadButtonStates: map[int]map[ebiten.GamepadButton]int{},
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touchStates: map[int]int{},
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prevTouchStates: map[int]int{},
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}
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func init() {
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hooks.AppendHookOnUpdate(func() error {
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theInputState.update()
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return nil
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})
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}
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func (i *inputState) update() {
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i.m.Lock()
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defer i.m.Unlock()
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// Keyboard
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for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
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i.prevKeyStates[k] = i.keyStates[k]
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if ebiten.IsKeyPressed(k) {
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i.keyStates[k]++
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} else {
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i.keyStates[k] = 0
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}
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}
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// Mouse
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for _, b := range []ebiten.MouseButton{
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ebiten.MouseButtonLeft,
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ebiten.MouseButtonRight,
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ebiten.MouseButtonMiddle,
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} {
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i.prevMouseButtonStates[b] = i.mouseButtonStates[b]
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if ebiten.IsMouseButtonPressed(b) {
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i.mouseButtonStates[b]++
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} else {
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i.mouseButtonStates[b] = 0
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}
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}
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// Gamepads
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// Reset the previous states first since some gamepad IDs might be already gone.
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for id := range i.prevGamepadButtonStates {
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for b := range i.prevGamepadButtonStates[id] {
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i.prevGamepadButtonStates[id][b] = 0
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}
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}
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ids := map[int]struct{}{}
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for _, id := range ebiten.GamepadIDs() {
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ids[id] = struct{}{}
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if _, ok := i.prevGamepadButtonStates[id]; !ok {
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i.prevGamepadButtonStates[id] = map[ebiten.GamepadButton]int{}
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}
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if _, ok := i.gamepadButtonStates[id]; !ok {
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i.gamepadButtonStates[id] = map[ebiten.GamepadButton]int{}
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}
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n := ebiten.GamepadButtonNum(id)
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for b := ebiten.GamepadButton(0); b < ebiten.GamepadButton(n); b++ {
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i.prevGamepadButtonStates[id][b] = i.gamepadButtonStates[id][b]
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if ebiten.IsGamepadButtonPressed(id, b) {
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i.gamepadButtonStates[id][b]++
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} else {
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i.gamepadButtonStates[id][b] = 0
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}
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}
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}
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idsToDelete := []int{}
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for id := range i.gamepadButtonStates {
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if _, ok := ids[id]; !ok {
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idsToDelete = append(idsToDelete, id)
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}
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}
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for _, id := range idsToDelete {
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delete(i.gamepadButtonStates, id)
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}
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// Touches
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ids = map[int]struct{}{}
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// Reset the previous states first since some gamepad IDs might be already gone.
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for id := range i.prevTouchStates {
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i.prevTouchStates[id] = 0
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}
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for _, t := range ebiten.Touches() {
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ids[t.ID()] = struct{}{}
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i.prevTouchStates[t.ID()] = i.touchStates[t.ID()]
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i.touchStates[t.ID()]++
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}
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idsToDelete = []int{}
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for id := range i.touchStates {
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if _, ok := ids[id]; !ok {
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idsToDelete = append(idsToDelete, id)
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}
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}
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for _, id := range idsToDelete {
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delete(i.touchStates, id)
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}
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}
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// IsKeyJustPressed returns a boolean value indicating
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// whether the given key is pressed just in the current frame.
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//
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// IsKeyJustPressed is concurrent safe.
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func IsKeyJustPressed(key ebiten.Key) bool {
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return KeyPressDuration(key) == 1
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}
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// IsKeyJustReleased returns a boolean value indicating
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// whether the given key is released just in the current frame.
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//
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// IsKeyJustReleased is concurrent safe.
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func IsKeyJustReleased(key ebiten.Key) bool {
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theInputState.m.RLock()
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r := theInputState.keyStates[key] == 0 && theInputState.prevKeyStates[key] > 0
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theInputState.m.RUnlock()
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return r
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}
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// KeyPressDuration returns how long the key is pressed in frames.
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//
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// KeyPressDuration is concurrent safe.
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func KeyPressDuration(key ebiten.Key) int {
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theInputState.m.RLock()
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s := theInputState.keyStates[key]
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theInputState.m.RUnlock()
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return s
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}
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// IsMouseButtonJustPressed returns a boolean value indicating
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// whether the given mouse button is pressed just in the current frame.
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//
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// IsMouseButtonJustPressed is concurrent safe.
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func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
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return MouseButtonPressDuration(button) == 1
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}
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// IsMouseButtonJustReleased returns a boolean value indicating
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// whether the given mouse button is released just in the current frame.
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//
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// IsMouseButtonJustReleased is concurrent safe.
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func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
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theInputState.m.RLock()
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r := theInputState.mouseButtonStates[button] == 0 &&
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theInputState.prevMouseButtonStates[button] > 0
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theInputState.m.RUnlock()
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return r
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}
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// MouseButtonPressDuration returns how long the mouse button is pressed in frames.
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//
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// MouseButtonPressDuration is concurrent safe.
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func MouseButtonPressDuration(button ebiten.MouseButton) int {
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theInputState.m.RLock()
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s := theInputState.mouseButtonStates[button]
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theInputState.m.RUnlock()
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return s
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}
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// IsGamepadButtonJustPressed returns a boolean value indicating
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// whether the given gamepad button of the gamepad id is pressed just in the current frame.
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//
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// IsGamepadButtonJustPressed is concurrent safe.
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func IsGamepadButtonJustPressed(id int, button ebiten.GamepadButton) bool {
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return GamepadButtonPressDuration(id, button) == 1
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}
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// IsGamepadButtonJustReleased returns a boolean value indicating
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// whether the given gamepad button of the gamepad id is released just in the current frame.
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//
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// IsGamepadButtonJustReleased is concurrent safe.
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func IsGamepadButtonJustReleased(id int, button ebiten.GamepadButton) bool {
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theInputState.m.RLock()
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prev := 0
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if _, ok := theInputState.prevGamepadButtonStates[id]; ok {
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prev = theInputState.prevGamepadButtonStates[id][button]
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}
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current := 0
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if _, ok := theInputState.gamepadButtonStates[id]; ok {
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current = theInputState.gamepadButtonStates[id][button]
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}
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theInputState.m.RUnlock()
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return current == 0 && prev > 0
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}
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// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in frames.
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//
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// GamepadButtonPressDuration is concurrent safe.
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func GamepadButtonPressDuration(id int, button ebiten.GamepadButton) int {
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theInputState.m.RLock()
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s := 0
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if _, ok := theInputState.gamepadButtonStates[id]; ok {
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s = theInputState.gamepadButtonStates[id][button]
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}
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theInputState.m.RUnlock()
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return s
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}
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// IsJustTouched returns a boolean value indicating
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// whether the given touch is pressed just in the current frame.
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//
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// IsJustTouched is concurrent safe.
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func IsJustTouched(id int) bool {
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return TouchDuration(id) == 1
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}
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// IsTouchJustReleased returns a boolean value indicating
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// whether the given touch is released just in the current frame.
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//
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// IsTouchJustReleased is concurrent safe.
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func IsTouchJustReleased(id int) bool {
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theInputState.m.RLock()
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r := theInputState.touchStates[id] == 0 && theInputState.prevTouchStates[id] > 0
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theInputState.m.RUnlock()
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return r
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}
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// TouchDuration returns how long the touch remains in frames.
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//
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// TouchDuration is concurrent safe.
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func TouchDuration(id int) int {
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theInputState.m.RLock()
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s := theInputState.touchStates[id]
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theInputState.m.RUnlock()
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return s
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}
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