mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 19:28:57 +01:00
630789757f
The implementation is WIP. Updates #2799
157 lines
3.7 KiB
Go
157 lines
3.7 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 && !playstation5
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package ui
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import (
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"math"
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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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var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
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glfw.MouseButtonLeft: MouseButton0,
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glfw.MouseButtonMiddle: MouseButton1,
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glfw.MouseButtonRight: MouseButton2,
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glfw.MouseButton4: MouseButton3,
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glfw.MouseButton5: MouseButton4,
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}
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func (u *UserInterface) registerInputCallbacks() error {
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if _, err := u.window.SetCharModsCallback(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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u.m.Lock()
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defer u.m.Unlock()
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u.inputState.appendRune(char)
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}); err != nil {
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return err
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}
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if _, err := u.window.SetScrollCallback(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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u.m.Lock()
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defer u.m.Unlock()
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u.inputState.WheelX += xoff
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u.inputState.WheelY += yoff
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}); 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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func (u *UserInterface) updateInputState() error {
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var err error
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u.mainThread.Call(func() {
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err = u.updateInputStateImpl()
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})
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return err
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}
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// updateInputStateImpl must be called from the main thread.
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func (u *UserInterface) updateInputStateImpl() error {
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u.m.Lock()
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defer u.m.Unlock()
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for uk, gk := range uiKeyToGLFWKey {
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s, err := u.window.GetKey(gk)
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if err != nil {
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return err
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}
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u.inputState.KeyPressed[uk] = s == glfw.Press
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}
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for gb, ub := range glfwMouseButtonToMouseButton {
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s, err := u.window.GetMouseButton(gb)
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if err != nil {
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return err
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}
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u.inputState.MouseButtonPressed[ub] = s == glfw.Press
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}
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m, err := u.currentMonitor()
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if err != nil {
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return err
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}
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s := m.deviceScaleFactor()
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cx, cy := u.savedCursorX, u.savedCursorY
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defer func() {
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u.savedCursorX = math.NaN()
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u.savedCursorY = math.NaN()
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}()
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if !math.IsNaN(cx) && !math.IsNaN(cy) {
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cx2, cy2 := u.context.logicalPositionToClientPosition(cx, cy, s)
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cx2 = dipToGLFWPixel(cx2, m)
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cy2 = dipToGLFWPixel(cy2, m)
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if err := u.window.SetCursorPos(cx2, cy2); err != nil {
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return err
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}
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} else {
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cx2, cy2, err := u.window.GetCursorPos()
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if err != nil {
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return err
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}
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cx2 = dipFromGLFWPixel(cx2, m)
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cy2 = dipFromGLFWPixel(cy2, m)
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cx, cy = u.context.clientPositionToLogicalPosition(cx2, cy2, s)
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}
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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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u.inputState.CursorX, u.inputState.CursorY = cx, 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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func (u *UserInterface) KeyName(key Key) string {
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if !u.isRunning() {
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return ""
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}
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gk, ok := uiKeyToGLFWKey[key]
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if !ok {
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return ""
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}
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var name string
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u.mainThread.Call(func() {
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if u.isTerminated() {
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return
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}
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n, err := glfw.GetKeyName(gk, 0)
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if err != nil {
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u.setError(err)
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return
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}
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name = n
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})
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return name
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}
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func (u *UserInterface) saveCursorPosition() {
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u.m.Lock()
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defer u.m.Unlock()
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u.savedCursorX = u.inputState.CursorX
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u.savedCursorY = u.inputState.CursorY
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}
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