ebiten/internal/uidriver/mobile/input.go
2020-03-25 01:15:43 +09:00

216 lines
3.8 KiB
Go

// Copyright 2016 Hajime Hoshi
//
// 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.
// +build android ios
package mobile
import (
"github.com/hajimehoshi/ebiten/internal/driver"
)
type pos struct {
X int
Y int
}
type Input struct {
cursorX int
cursorY int
keys map[driver.Key]struct{}
runes []rune
touches map[int]pos
gamepads []Gamepad
ui *UserInterface
}
func (i *Input) CursorPosition() (x, y int) {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
return i.ui.adjustPosition(i.cursorX, i.cursorY)
}
func (i *Input) GamepadIDs() []int {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
ids := make([]int, 0, len(i.gamepads))
for _, g := range i.gamepads {
ids = append(ids, g.ID)
}
return ids
}
func (i *Input) GamepadSDLID(id int) string {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.SDLID
}
return ""
}
func (i *Input) GamepadName(id int) string {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.Name
}
return ""
}
func (i *Input) GamepadAxisNum(id int) int {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.AxisNum
}
return 0
}
func (i *Input) GamepadAxis(id int, axis int) float64 {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if g.AxisNum <= int(axis) {
return 0
}
return float64(g.Axes[axis])
}
return 0
}
func (i *Input) GamepadButtonNum(id int) int {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
return g.ButtonNum
}
return 0
}
func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for _, g := range i.gamepads {
if g.ID != id {
continue
}
if g.ButtonNum <= int(button) {
return false
}
return g.Buttons[button]
}
return false
}
func (i *Input) TouchIDs() []int {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if len(i.touches) == 0 {
return nil
}
var ids []int
for id := range i.touches {
ids = append(ids, id)
}
return ids
}
func (i *Input) TouchPosition(id int) (x, y int) {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for tid, pos := range i.touches {
if id == tid {
return i.ui.adjustPosition(pos.X, pos.Y)
}
}
return 0, 0
}
func (i *Input) RuneBuffer() []rune {
return i.runes
}
func (i *Input) IsKeyPressed(key driver.Key) bool {
i.ui.m.RLock()
defer i.ui.m.RUnlock()
if i.keys == nil {
return false
}
_, ok := i.keys[key]
return ok
}
func (i *Input) Wheel() (xoff, yoff float64) {
return 0, 0
}
func (i *Input) IsMouseButtonPressed(key driver.MouseButton) bool {
return false
}
func (i *Input) update(keys map[driver.Key]struct{}, runes []rune, touches []*Touch, gamepads []Gamepad) {
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.keys = map[driver.Key]struct{}{}
for k := range keys {
i.keys[k] = struct{}{}
}
i.runes = make([]rune, len(runes))
copy(i.runes, runes)
i.touches = map[int]pos{}
for _, t := range touches {
i.touches[t.ID] = pos{
X: t.X,
Y: t.Y,
}
}
i.gamepads = make([]Gamepad, len(gamepads))
copy(i.gamepads, gamepads)
}
func (i *Input) ResetForFrame() {
i.runes = nil
}