mirror of
https://github.com/hajimehoshi/ebiten.git
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1799ed0b28
This enables to create a C archive with Ebiten without an actual driver implementation. This enables Ebiten work on a platform Go doesn't support. See also Hitsumabushi project: github.com/hajimehoshi/hitsumabushi. The backend C API is not stable and might change later. Then, the build tag 'ebitencbackend' is not documented on purpose. Closes #1900
272 lines
5.1 KiB
Go
272 lines
5.1 KiB
Go
// Copyright 2021 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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//go:build ebitencbackend
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// +build ebitencbackend
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package cbackend
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import (
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"sync"
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/cbackend"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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)
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type Input struct {
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gamepads []cbackend.Gamepad
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touches []cbackend.Touch
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m sync.Mutex
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}
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func (i *Input) update(context driver.UIContext) {
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i.m.Lock()
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defer i.m.Unlock()
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i.gamepads = i.gamepads[:0]
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i.gamepads = cbackend.AppendGamepads(i.gamepads)
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i.touches = i.touches[:0]
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i.touches = cbackend.AppendTouches(i.touches)
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for idx, t := range i.touches {
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x, y := context.AdjustPosition(float64(t.X), float64(t.Y), deviceScaleFactor)
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i.touches[idx].X = int(x)
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i.touches[idx].Y = int(y)
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}
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}
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func (i *Input) AppendInputChars(runes []rune) []rune {
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return nil
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}
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func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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gamepadIDs = append(gamepadIDs, g.ID)
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}
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return gamepadIDs
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}
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func (i *Input) AppendTouchIDs(touchIDs []driver.TouchID) []driver.TouchID {
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i.m.Lock()
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defer i.m.Unlock()
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for _, t := range i.touches {
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touchIDs = append(touchIDs, t.ID)
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}
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return touchIDs
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}
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func (i *Input) CursorPosition() (x, y int) {
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return 0, 0
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}
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func (i *Input) GamepadSDLID(id driver.GamepadID) string {
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return ""
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}
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func (i *Input) GamepadName(id driver.GamepadID) string {
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return ""
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}
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func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if axis < 0 {
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return 0
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}
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if g.AxisNum <= axis {
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return 0
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}
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if len(g.AxisValues) <= axis {
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return 0
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}
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return g.AxisValues[axis]
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}
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return 0
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}
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func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return g.AxisNum
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}
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return 0
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}
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func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return g.ButtonNum
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}
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return 0
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}
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func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if button < 0 {
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return false
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}
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if g.ButtonNum <= int(button) {
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return false
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}
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if len(g.ButtonPressed) <= int(button) {
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return false
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}
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return g.ButtonPressed[button]
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}
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return false
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}
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func (i *Input) IsKeyPressed(key driver.Key) bool {
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return false
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}
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func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
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return false
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}
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func (i *Input) IsStandardGamepadButtonPressed(id driver.GamepadID, button driver.StandardGamepadButton) bool {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if !g.Standard {
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return false
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}
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if button < 0 {
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return false
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}
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if g.ButtonNum <= int(button) {
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return false
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}
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if len(g.ButtonPressed) <= int(button) {
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return false
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}
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return g.ButtonPressed[button]
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}
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return false
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}
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func (i *Input) IsStandardGamepadLayoutAvailable(id driver.GamepadID) bool {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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return g.Standard
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}
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return false
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}
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func (i *Input) StandardGamepadAxisValue(id driver.GamepadID, axis driver.StandardGamepadAxis) float64 {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if !g.Standard {
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return 0
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}
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if axis < 0 {
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return 0
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}
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if g.AxisNum <= int(axis) {
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return 0
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}
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if len(g.AxisValues) <= int(axis) {
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return 0
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}
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return g.AxisValues[axis]
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}
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return 0
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}
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func (i *Input) StandardGamepadButtonValue(id driver.GamepadID, button driver.StandardGamepadButton) float64 {
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i.m.Lock()
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defer i.m.Unlock()
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for _, g := range i.gamepads {
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if g.ID != id {
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continue
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}
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if !g.Standard {
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return 0
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}
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if button < 0 {
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return 0
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}
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if g.ButtonNum <= int(button) {
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return 0
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}
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if len(g.ButtonValues) <= int(button) {
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return 0
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}
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return g.ButtonValues[button]
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}
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return 0
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}
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func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
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i.m.Lock()
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defer i.m.Unlock()
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for _, t := range i.touches {
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if t.ID == id {
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return t.X, t.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) VibrateGamepad(id driver.GamepadID, duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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}
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func (i *Input) Wheel() (xoff, yoff float64) {
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return 0, 0
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}
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