mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-13 22:47:26 +01:00
329 lines
9.2 KiB
Go
329 lines
9.2 KiB
Go
// Copyright 2018 The Ebiten Authors
|
|
//
|
|
// 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.
|
|
|
|
// Package inpututil provides utility functions of input like keyboard or mouse.
|
|
package inpututil
|
|
|
|
import (
|
|
"sort"
|
|
"sync"
|
|
|
|
"github.com/hajimehoshi/ebiten"
|
|
"github.com/hajimehoshi/ebiten/internal/hooks"
|
|
)
|
|
|
|
type inputState struct {
|
|
keyDurations map[ebiten.Key]int
|
|
prevKeyDurations map[ebiten.Key]int
|
|
|
|
mouseButtonDurations map[ebiten.MouseButton]int
|
|
prevMouseButtonDurations map[ebiten.MouseButton]int
|
|
|
|
gamepadIDs map[int]struct{}
|
|
prevGamepadIDs map[int]struct{}
|
|
|
|
gamepadButtonDurations map[int]map[ebiten.GamepadButton]int
|
|
prevGamepadButtonDurations map[int]map[ebiten.GamepadButton]int
|
|
|
|
touchDurations map[int]int
|
|
prevTouchDurations map[int]int
|
|
|
|
m sync.RWMutex
|
|
}
|
|
|
|
var theInputState = &inputState{
|
|
keyDurations: map[ebiten.Key]int{},
|
|
prevKeyDurations: map[ebiten.Key]int{},
|
|
|
|
mouseButtonDurations: map[ebiten.MouseButton]int{},
|
|
prevMouseButtonDurations: map[ebiten.MouseButton]int{},
|
|
|
|
gamepadIDs: map[int]struct{}{},
|
|
prevGamepadIDs: map[int]struct{}{},
|
|
|
|
gamepadButtonDurations: map[int]map[ebiten.GamepadButton]int{},
|
|
prevGamepadButtonDurations: map[int]map[ebiten.GamepadButton]int{},
|
|
|
|
touchDurations: map[int]int{},
|
|
prevTouchDurations: map[int]int{},
|
|
}
|
|
|
|
func init() {
|
|
hooks.AppendHookOnBeforeUpdate(func() error {
|
|
theInputState.update()
|
|
return nil
|
|
})
|
|
}
|
|
|
|
func (i *inputState) update() {
|
|
i.m.Lock()
|
|
defer i.m.Unlock()
|
|
|
|
// Keyboard
|
|
for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
|
|
i.prevKeyDurations[k] = i.keyDurations[k]
|
|
if ebiten.IsKeyPressed(k) {
|
|
i.keyDurations[k]++
|
|
} else {
|
|
i.keyDurations[k] = 0
|
|
}
|
|
}
|
|
|
|
// Mouse
|
|
for _, b := range []ebiten.MouseButton{
|
|
ebiten.MouseButtonLeft,
|
|
ebiten.MouseButtonRight,
|
|
ebiten.MouseButtonMiddle,
|
|
} {
|
|
i.prevMouseButtonDurations[b] = i.mouseButtonDurations[b]
|
|
if ebiten.IsMouseButtonPressed(b) {
|
|
i.mouseButtonDurations[b]++
|
|
} else {
|
|
i.mouseButtonDurations[b] = 0
|
|
}
|
|
}
|
|
|
|
// Gamepads
|
|
|
|
// Copy the gamepad IDs.
|
|
i.prevGamepadIDs = map[int]struct{}{}
|
|
for id := range i.gamepadIDs {
|
|
i.prevGamepadIDs[id] = struct{}{}
|
|
}
|
|
|
|
// Copy the gamepad button durations.
|
|
i.prevGamepadButtonDurations = map[int]map[ebiten.GamepadButton]int{}
|
|
for id, ds := range i.gamepadButtonDurations {
|
|
i.prevGamepadButtonDurations[id] = map[ebiten.GamepadButton]int{}
|
|
for b, d := range ds {
|
|
i.prevGamepadButtonDurations[id][b] = d
|
|
}
|
|
}
|
|
|
|
i.gamepadIDs = map[int]struct{}{}
|
|
for _, id := range ebiten.GamepadIDs() {
|
|
i.gamepadIDs[id] = struct{}{}
|
|
if _, ok := i.gamepadButtonDurations[id]; !ok {
|
|
i.gamepadButtonDurations[id] = map[ebiten.GamepadButton]int{}
|
|
}
|
|
n := ebiten.GamepadButtonNum(id)
|
|
for b := ebiten.GamepadButton(0); b < ebiten.GamepadButton(n); b++ {
|
|
if ebiten.IsGamepadButtonPressed(id, b) {
|
|
i.gamepadButtonDurations[id][b]++
|
|
} else {
|
|
i.gamepadButtonDurations[id][b] = 0
|
|
}
|
|
}
|
|
}
|
|
idsToDelete := []int{}
|
|
for id := range i.gamepadButtonDurations {
|
|
if _, ok := i.gamepadIDs[id]; !ok {
|
|
idsToDelete = append(idsToDelete, id)
|
|
}
|
|
}
|
|
for _, id := range idsToDelete {
|
|
delete(i.gamepadButtonDurations, id)
|
|
}
|
|
|
|
// Touches
|
|
ids := map[int]struct{}{}
|
|
|
|
// Copy the touch durations.
|
|
i.prevTouchDurations = map[int]int{}
|
|
for id := range i.touchDurations {
|
|
i.prevTouchDurations[id] = i.touchDurations[id]
|
|
}
|
|
|
|
for _, id := range ebiten.TouchIDs() {
|
|
ids[id] = struct{}{}
|
|
i.touchDurations[id]++
|
|
}
|
|
idsToDelete = []int{}
|
|
for id := range i.touchDurations {
|
|
if _, ok := ids[id]; !ok {
|
|
idsToDelete = append(idsToDelete, id)
|
|
}
|
|
}
|
|
for _, id := range idsToDelete {
|
|
delete(i.touchDurations, id)
|
|
}
|
|
}
|
|
|
|
// IsKeyJustPressed returns a boolean value indicating
|
|
// whether the given key is pressed just in the current frame.
|
|
//
|
|
// IsKeyJustPressed is concurrent safe.
|
|
func IsKeyJustPressed(key ebiten.Key) bool {
|
|
return KeyPressDuration(key) == 1
|
|
}
|
|
|
|
// IsKeyJustReleased returns a boolean value indicating
|
|
// whether the given key is released just in the current frame.
|
|
//
|
|
// IsKeyJustReleased is concurrent safe.
|
|
func IsKeyJustReleased(key ebiten.Key) bool {
|
|
theInputState.m.RLock()
|
|
r := theInputState.keyDurations[key] == 0 && theInputState.prevKeyDurations[key] > 0
|
|
theInputState.m.RUnlock()
|
|
return r
|
|
}
|
|
|
|
// KeyPressDuration returns how long the key is pressed in frames.
|
|
//
|
|
// KeyPressDuration is concurrent safe.
|
|
func KeyPressDuration(key ebiten.Key) int {
|
|
theInputState.m.RLock()
|
|
s := theInputState.keyDurations[key]
|
|
theInputState.m.RUnlock()
|
|
return s
|
|
}
|
|
|
|
// IsMouseButtonJustPressed returns a boolean value indicating
|
|
// whether the given mouse button is pressed just in the current frame.
|
|
//
|
|
// IsMouseButtonJustPressed is concurrent safe.
|
|
func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
|
|
return MouseButtonPressDuration(button) == 1
|
|
}
|
|
|
|
// IsMouseButtonJustReleased returns a boolean value indicating
|
|
// whether the given mouse button is released just in the current frame.
|
|
//
|
|
// IsMouseButtonJustReleased is concurrent safe.
|
|
func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
|
|
theInputState.m.RLock()
|
|
r := theInputState.mouseButtonDurations[button] == 0 &&
|
|
theInputState.prevMouseButtonDurations[button] > 0
|
|
theInputState.m.RUnlock()
|
|
return r
|
|
}
|
|
|
|
// MouseButtonPressDuration returns how long the mouse button is pressed in frames.
|
|
//
|
|
// MouseButtonPressDuration is concurrent safe.
|
|
func MouseButtonPressDuration(button ebiten.MouseButton) int {
|
|
theInputState.m.RLock()
|
|
s := theInputState.mouseButtonDurations[button]
|
|
theInputState.m.RUnlock()
|
|
return s
|
|
}
|
|
|
|
// JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current frame.
|
|
//
|
|
// JustConnectedGamepadIDs might return nil when there is no connected gamepad.
|
|
//
|
|
// JustConnectedGamepadIDs is concurrent safe.
|
|
func JustConnectedGamepadIDs() []int {
|
|
var ids []int
|
|
theInputState.m.RLock()
|
|
for id := range theInputState.gamepadIDs {
|
|
if _, ok := theInputState.prevGamepadIDs[id]; !ok {
|
|
ids = append(ids, id)
|
|
}
|
|
}
|
|
theInputState.m.RUnlock()
|
|
sort.Ints(ids)
|
|
return ids
|
|
}
|
|
|
|
// IsGamepadJustDisconnected returns a boolean value indicating
|
|
// whether the gamepad of the given id is released just in the current frame.
|
|
//
|
|
// IsGamepadJustDisconnected is concurrent safe.
|
|
func IsGamepadJustDisconnected(id int) bool {
|
|
theInputState.m.RLock()
|
|
_, prev := theInputState.prevGamepadIDs[id]
|
|
_, current := theInputState.gamepadIDs[id]
|
|
theInputState.m.RUnlock()
|
|
return prev && !current
|
|
}
|
|
|
|
// IsGamepadButtonJustPressed returns a boolean value indicating
|
|
// whether the given gamepad button of the gamepad id is pressed just in the current frame.
|
|
//
|
|
// IsGamepadButtonJustPressed is concurrent safe.
|
|
func IsGamepadButtonJustPressed(id int, button ebiten.GamepadButton) bool {
|
|
return GamepadButtonPressDuration(id, button) == 1
|
|
}
|
|
|
|
// IsGamepadButtonJustReleased returns a boolean value indicating
|
|
// whether the given gamepad button of the gamepad id is released just in the current frame.
|
|
//
|
|
// IsGamepadButtonJustReleased is concurrent safe.
|
|
func IsGamepadButtonJustReleased(id int, button ebiten.GamepadButton) bool {
|
|
theInputState.m.RLock()
|
|
prev := 0
|
|
if _, ok := theInputState.prevGamepadButtonDurations[id]; ok {
|
|
prev = theInputState.prevGamepadButtonDurations[id][button]
|
|
}
|
|
current := 0
|
|
if _, ok := theInputState.gamepadButtonDurations[id]; ok {
|
|
current = theInputState.gamepadButtonDurations[id][button]
|
|
}
|
|
theInputState.m.RUnlock()
|
|
return current == 0 && prev > 0
|
|
}
|
|
|
|
// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in frames.
|
|
//
|
|
// GamepadButtonPressDuration is concurrent safe.
|
|
func GamepadButtonPressDuration(id int, button ebiten.GamepadButton) int {
|
|
theInputState.m.RLock()
|
|
s := 0
|
|
if _, ok := theInputState.gamepadButtonDurations[id]; ok {
|
|
s = theInputState.gamepadButtonDurations[id][button]
|
|
}
|
|
theInputState.m.RUnlock()
|
|
return s
|
|
}
|
|
|
|
// JustPressedTouchIDs returns touch IDs that are created just in the current frame.
|
|
//
|
|
// JustPressedTouchIDs might return nil when there is not touch.
|
|
//
|
|
// JustPressedTouchIDs is concurrent safe.
|
|
func JustPressedTouchIDs() []int {
|
|
var ids []int
|
|
theInputState.m.RLock()
|
|
for id, s := range theInputState.touchDurations {
|
|
if s == 1 {
|
|
ids = append(ids, id)
|
|
}
|
|
}
|
|
theInputState.m.RUnlock()
|
|
sort.Ints(ids)
|
|
return ids
|
|
}
|
|
|
|
// IsTouchJustReleased returns a boolean value indicating
|
|
// whether the given touch is released just in the current frame.
|
|
//
|
|
// IsTouchJustReleased is concurrent safe.
|
|
func IsTouchJustReleased(id int) bool {
|
|
theInputState.m.RLock()
|
|
r := theInputState.touchDurations[id] == 0 && theInputState.prevTouchDurations[id] > 0
|
|
theInputState.m.RUnlock()
|
|
return r
|
|
}
|
|
|
|
// TouchPressDuration returns how long the touch remains in frames.
|
|
//
|
|
// TouchPressDuration is concurrent safe.
|
|
func TouchPressDuration(id int) int {
|
|
theInputState.m.RLock()
|
|
s := theInputState.touchDurations[id]
|
|
theInputState.m.RUnlock()
|
|
return s
|
|
}
|