mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 12:18:55 +01:00
748 lines
23 KiB
Go
748 lines
23 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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package inpututil
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import (
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"sort"
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"sync"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/internal/hook"
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)
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type pos struct {
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x int
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y int
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}
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type inputState struct {
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keyDurations []int
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prevKeyDurations []int
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mouseButtonDurations map[ebiten.MouseButton]int
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prevMouseButtonDurations map[ebiten.MouseButton]int
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gamepadIDs map[ebiten.GamepadID]struct{}
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prevGamepadIDs map[ebiten.GamepadID]struct{}
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gamepadButtonDurations map[ebiten.GamepadID][]int
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prevGamepadButtonDurations map[ebiten.GamepadID][]int
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standardGamepadButtonDurations map[ebiten.GamepadID][]int
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prevStandardGamepadButtonDurations map[ebiten.GamepadID][]int
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touchIDs map[ebiten.TouchID]struct{}
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touchDurations map[ebiten.TouchID]int
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touchPositions map[ebiten.TouchID]pos
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prevTouchDurations map[ebiten.TouchID]int
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prevTouchPositions map[ebiten.TouchID]pos
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gamepadIDsBuf []ebiten.GamepadID
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touchIDsBuf []ebiten.TouchID
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m sync.RWMutex
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}
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var theInputState = &inputState{
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keyDurations: make([]int, ebiten.KeyMax+1),
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prevKeyDurations: make([]int, ebiten.KeyMax+1),
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mouseButtonDurations: map[ebiten.MouseButton]int{},
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prevMouseButtonDurations: map[ebiten.MouseButton]int{},
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gamepadIDs: map[ebiten.GamepadID]struct{}{},
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prevGamepadIDs: map[ebiten.GamepadID]struct{}{},
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gamepadButtonDurations: map[ebiten.GamepadID][]int{},
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prevGamepadButtonDurations: map[ebiten.GamepadID][]int{},
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standardGamepadButtonDurations: map[ebiten.GamepadID][]int{},
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prevStandardGamepadButtonDurations: map[ebiten.GamepadID][]int{},
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touchIDs: map[ebiten.TouchID]struct{}{},
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touchDurations: map[ebiten.TouchID]int{},
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touchPositions: map[ebiten.TouchID]pos{},
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prevTouchDurations: map[ebiten.TouchID]int{},
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prevTouchPositions: map[ebiten.TouchID]pos{},
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}
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func init() {
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hook.AppendHookOnBeforeUpdate(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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copy(i.prevKeyDurations, i.keyDurations)
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for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
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if ebiten.IsKeyPressed(k) {
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i.keyDurations[k]++
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} else {
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i.keyDurations[k] = 0
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}
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}
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// Mouse
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for b := ebiten.MouseButton(0); b <= ebiten.MouseButtonMax; b++ {
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i.prevMouseButtonDurations[b] = i.mouseButtonDurations[b]
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if ebiten.IsMouseButtonPressed(b) {
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i.mouseButtonDurations[b]++
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} else {
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i.mouseButtonDurations[b] = 0
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}
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}
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// Gamepads
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// Copy the gamepad IDs.
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for id := range i.prevGamepadIDs {
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delete(i.prevGamepadIDs, id)
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}
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for id := range i.gamepadIDs {
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i.prevGamepadIDs[id] = struct{}{}
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}
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// Copy the gamepad button durations.
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for id := range i.prevGamepadButtonDurations {
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delete(i.prevGamepadButtonDurations, id)
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}
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for id, ds := range i.gamepadButtonDurations {
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i.prevGamepadButtonDurations[id] = append([]int{}, ds...)
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}
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for id := range i.prevStandardGamepadButtonDurations {
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delete(i.prevStandardGamepadButtonDurations, id)
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}
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for id, ds := range i.standardGamepadButtonDurations {
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i.prevStandardGamepadButtonDurations[id] = append([]int{}, ds...)
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}
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for id := range i.gamepadIDs {
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delete(i.gamepadIDs, id)
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}
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i.gamepadIDsBuf = ebiten.AppendGamepadIDs(i.gamepadIDsBuf[:0])
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for _, id := range i.gamepadIDsBuf {
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i.gamepadIDs[id] = struct{}{}
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if _, ok := i.gamepadButtonDurations[id]; !ok {
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i.gamepadButtonDurations[id] = make([]int, ebiten.GamepadButtonMax+1)
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}
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for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
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if ebiten.IsGamepadButtonPressed(id, b) {
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i.gamepadButtonDurations[id][b]++
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} else {
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i.gamepadButtonDurations[id][b] = 0
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}
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}
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if _, ok := i.standardGamepadButtonDurations[id]; !ok {
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i.standardGamepadButtonDurations[id] = make([]int, ebiten.StandardGamepadButtonMax+1)
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}
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for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
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if ebiten.IsStandardGamepadButtonPressed(id, b) {
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i.standardGamepadButtonDurations[id][b]++
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} else {
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i.standardGamepadButtonDurations[id][b] = 0
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}
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}
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}
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for id := range i.gamepadButtonDurations {
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if _, ok := i.gamepadIDs[id]; !ok {
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delete(i.gamepadButtonDurations, id)
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}
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}
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for id := range i.standardGamepadButtonDurations {
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if _, ok := i.gamepadIDs[id]; !ok {
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delete(i.standardGamepadButtonDurations, id)
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}
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}
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// Touches
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// Copy the touch durations and positions.
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for id := range i.prevTouchDurations {
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delete(i.prevTouchDurations, id)
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}
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for id := range i.touchDurations {
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i.prevTouchDurations[id] = i.touchDurations[id]
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}
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for id := range i.prevTouchPositions {
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delete(i.prevTouchPositions, id)
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}
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for id := range i.touchPositions {
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i.prevTouchPositions[id] = i.touchPositions[id]
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}
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for id := range i.touchIDs {
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delete(i.touchIDs, id)
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}
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i.touchIDsBuf = ebiten.AppendTouchIDs(i.touchIDsBuf[:0])
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for _, id := range i.touchIDsBuf {
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i.touchIDs[id] = struct{}{}
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i.touchDurations[id]++
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x, y := ebiten.TouchPosition(id)
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i.touchPositions[id] = pos{x: x, y: y}
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}
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for id := range i.touchDurations {
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if _, ok := i.touchIDs[id]; !ok {
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delete(i.touchDurations, id)
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delete(i.touchPositions, id)
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}
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}
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}
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// AppendPressedKeys append currently pressed keyboard keys to keys and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendPressedKeys must be called in a game's Update, not Draw.
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//
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// AppendPressedKeys is concurrent safe.
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func AppendPressedKeys(keys []ebiten.Key) []ebiten.Key {
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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for i, d := range theInputState.keyDurations {
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if d == 0 {
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continue
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}
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keys = append(keys, ebiten.Key(i))
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}
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return keys
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}
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// PressedKeys returns a set of currently pressed keyboard keys.
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//
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// PressedKeys must be called in a game's Update, not Draw.
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//
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// Deprecated: as of v2.2. Use AppendPressedKeys instead.
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func PressedKeys() []ebiten.Key {
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return AppendPressedKeys(nil)
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}
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// AppendJustPressedKeys append just pressed keyboard keys to keys and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustPressedKeys must be called in a game's Update, not Draw.
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//
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// AppendJustPressedKeys is concurrent safe.
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func AppendJustPressedKeys(keys []ebiten.Key) []ebiten.Key {
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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for i, d := range theInputState.keyDurations {
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if d != 1 {
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continue
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}
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keys = append(keys, ebiten.Key(i))
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}
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return keys
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}
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// AppendJustReleasedKeys append just released keyboard keys to keys and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustReleasedKeys must be called in a game's Update, not Draw.
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//
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// AppendJustReleasedKeys is concurrent safe.
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func AppendJustReleasedKeys(keys []ebiten.Key) []ebiten.Key {
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
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if theInputState.keyDurations[k] != 0 {
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continue
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}
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if theInputState.prevKeyDurations[k] == 0 {
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continue
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}
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keys = append(keys, k)
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}
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return keys
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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 tick.
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//
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// IsKeyJustPressed must be called in a game's Update, not Draw.
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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 tick.
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//
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// IsKeyJustReleased must be called in a game's Update, not Draw.
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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.keyDurations[key] == 0 && theInputState.prevKeyDurations[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 ticks (Update).
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//
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// KeyPressDuration must be called in a game's Update, not Draw.
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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.keyDurations[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 tick.
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//
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// IsMouseButtonJustPressed must be called in a game's Update, not Draw.
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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 tick.
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//
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// IsMouseButtonJustReleased must be called in a game's Update, not Draw.
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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.mouseButtonDurations[button] == 0 &&
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theInputState.prevMouseButtonDurations[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 ticks (Update).
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//
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// MouseButtonPressDuration must be called in a game's Update, not Draw.
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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.mouseButtonDurations[button]
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theInputState.m.RUnlock()
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return s
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}
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// AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current tick to gamepadIDs,
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// and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustConnectedGamepadIDs must be called in a game's Update, not Draw.
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//
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// AppendJustConnectedGamepadIDs is concurrent safe.
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func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.GamepadID {
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origLen := len(gamepadIDs)
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theInputState.m.RLock()
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for id := range theInputState.gamepadIDs {
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if _, ok := theInputState.prevGamepadIDs[id]; !ok {
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gamepadIDs = append(gamepadIDs, id)
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}
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}
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theInputState.m.RUnlock()
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s := gamepadIDs[origLen:]
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sort.Slice(s, func(a, b int) bool {
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return s[a] < s[b]
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})
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return gamepadIDs
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}
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// JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current tick.
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//
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// JustConnectedGamepadIDs must be called in a game's Update, not Draw.
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//
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// Deprecated: as of v2.2. Use AppendJustConnectedGamepadIDs instead.
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func JustConnectedGamepadIDs() []ebiten.GamepadID {
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return AppendJustConnectedGamepadIDs(nil)
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}
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// IsGamepadJustDisconnected returns a boolean value indicating
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// whether the gamepad of the given id is released just in the current tick.
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//
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// IsGamepadJustDisconnected must be called in a game's Update, not Draw.
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//
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// IsGamepadJustDisconnected is concurrent safe.
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func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
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theInputState.m.RLock()
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_, prev := theInputState.prevGamepadIDs[id]
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_, current := theInputState.gamepadIDs[id]
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theInputState.m.RUnlock()
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return prev && !current
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}
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// AppendPressedGamepadButtons append currently pressed gamepad buttons to buttons and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendPressedGamepadButtons must be called in a game's Update, not Draw.
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//
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// AppendPressedGamepadButtons is concurrent safe.
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func AppendPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton {
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
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return buttons
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}
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for b, d := range theInputState.gamepadButtonDurations[id] {
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if d == 0 {
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continue
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}
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buttons = append(buttons, ebiten.GamepadButton(b))
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}
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return buttons
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}
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// AppendJustPressedGamepadButtons append just pressed gamepad buttons to buttons and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustPressedGamepadButtons must be called in a game's Update, not Draw.
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//
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// AppendJustPressedGamepadButtons is concurrent safe.
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func AppendJustPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton {
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
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return buttons
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}
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for b, d := range theInputState.gamepadButtonDurations[id] {
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if d != 1 {
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continue
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}
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buttons = append(buttons, ebiten.GamepadButton(b))
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}
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return buttons
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}
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// AppendJustReleasedGamepadButtons append just released gamepad buttons to buttons and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustReleasedGamepadButtons must be called in a game's Update, not Draw.
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//
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// AppendJustReleasedGamepadButtons is concurrent safe.
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func AppendJustReleasedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton {
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theInputState.m.RLock()
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defer theInputState.m.RUnlock()
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if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
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return buttons
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}
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if _, ok := theInputState.prevGamepadButtonDurations[id]; !ok {
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return buttons
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}
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for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
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if theInputState.gamepadButtonDurations[id][b] == 0 {
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continue
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}
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if theInputState.prevGamepadButtonDurations[id][b] > 0 {
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continue
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}
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buttons = append(buttons, b)
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}
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return buttons
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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 tick.
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//
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// IsGamepadButtonJustPressed must be called in a game's Update, not Draw.
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//
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// IsGamepadButtonJustPressed is concurrent safe.
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func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
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return GamepadButtonPressDuration(id, button) == 1
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}
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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 tick.
|
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//
|
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// IsGamepadButtonJustReleased must be called in a game's Update, not Draw.
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//
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// IsGamepadButtonJustReleased is concurrent safe.
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func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
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theInputState.m.RLock()
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prev := 0
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if _, ok := theInputState.prevGamepadButtonDurations[id]; ok {
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prev = theInputState.prevGamepadButtonDurations[id][button]
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}
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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 ticks (Update).
|
|
//
|
|
// GamepadButtonPressDuration must be called in a game's Update, not Draw.
|
|
//
|
|
// GamepadButtonPressDuration is concurrent safe.
|
|
func GamepadButtonPressDuration(id ebiten.GamepadID, 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
|
|
}
|
|
|
|
// AppendPressedStandardGamepadButtons append currently pressed standard gamepad buttons to buttons and returns the extended buffer.
|
|
// Giving a slice that already has enough capacity works efficiently.
|
|
//
|
|
// AppendPressedStandardGamepadButtons must be called in a game's Update, not Draw.
|
|
//
|
|
// AppendPressedStandardGamepadButtons is concurrent safe.
|
|
func AppendPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton {
|
|
theInputState.m.RLock()
|
|
defer theInputState.m.RUnlock()
|
|
|
|
if _, ok := theInputState.standardGamepadButtonDurations[id]; !ok {
|
|
return buttons
|
|
}
|
|
|
|
for b, d := range theInputState.standardGamepadButtonDurations[id] {
|
|
if d == 0 {
|
|
continue
|
|
}
|
|
buttons = append(buttons, ebiten.StandardGamepadButton(b))
|
|
}
|
|
|
|
return buttons
|
|
}
|
|
|
|
// AppendJustPressedStandardGamepadButtons append just pressed standard gamepad buttons to buttons and returns the extended buffer.
|
|
// Giving a slice that already has enough capacity works efficiently.
|
|
//
|
|
// AppendJustPressedStandardGamepadButtons must be called in a game's Update, not Draw.
|
|
//
|
|
// AppendJustPressedStandardGamepadButtons is concurrent safe.
|
|
func AppendJustPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton {
|
|
theInputState.m.RLock()
|
|
defer theInputState.m.RUnlock()
|
|
|
|
if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
|
|
return buttons
|
|
}
|
|
|
|
for b, d := range theInputState.standardGamepadButtonDurations[id] {
|
|
if d != 1 {
|
|
continue
|
|
}
|
|
buttons = append(buttons, ebiten.StandardGamepadButton(b))
|
|
}
|
|
|
|
return buttons
|
|
}
|
|
|
|
// AppendJustReleasedStandardGamepadButtons append just released standard gamepad buttons to buttons and returns the extended buffer.
|
|
// Giving a slice that already has enough capacity works efficiently.
|
|
//
|
|
// AppendJustReleasedStandardGamepadButtons must be called in a game's Update, not Draw.
|
|
//
|
|
// AppendJustReleasedStandardGamepadButtons is concurrent safe.
|
|
func AppendJustReleasedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton {
|
|
theInputState.m.RLock()
|
|
defer theInputState.m.RUnlock()
|
|
|
|
if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
|
|
return buttons
|
|
}
|
|
if _, ok := theInputState.prevGamepadButtonDurations[id]; !ok {
|
|
return buttons
|
|
}
|
|
|
|
for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
|
|
if theInputState.standardGamepadButtonDurations[id][b] == 0 {
|
|
continue
|
|
}
|
|
|
|
if theInputState.prevStandardGamepadButtonDurations[id][b] > 0 {
|
|
continue
|
|
}
|
|
|
|
buttons = append(buttons, b)
|
|
}
|
|
|
|
return buttons
|
|
}
|
|
|
|
// IsStandardGamepadButtonJustPressed returns a boolean value indicating
|
|
// whether the given standard gamepad button of the gamepad id is pressed just in the current tick.
|
|
//
|
|
// IsStandardGamepadButtonJustPressed must be called in a game's Update, not Draw.
|
|
//
|
|
// IsStandardGamepadButtonJustPressed is concurrent safe.
|
|
func IsStandardGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool {
|
|
return StandardGamepadButtonPressDuration(id, button) == 1
|
|
}
|
|
|
|
// IsStandardGamepadButtonJustReleased returns a boolean value indicating
|
|
// whether the given standard gamepad button of the gamepad id is released just in the current tick.
|
|
//
|
|
// IsStandardGamepadButtonJustReleased must be called in a game's Update, not Draw.
|
|
//
|
|
// IsStandardGamepadButtonJustReleased is concurrent safe.
|
|
func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool {
|
|
theInputState.m.RLock()
|
|
defer theInputState.m.RUnlock()
|
|
|
|
var prev int
|
|
if _, ok := theInputState.prevStandardGamepadButtonDurations[id]; ok {
|
|
prev = theInputState.prevStandardGamepadButtonDurations[id][button]
|
|
}
|
|
var current int
|
|
if _, ok := theInputState.standardGamepadButtonDurations[id]; ok {
|
|
current = theInputState.standardGamepadButtonDurations[id][button]
|
|
}
|
|
return current == 0 && prev > 0
|
|
}
|
|
|
|
// StandardGamepadButtonPressDuration returns how long the standard gamepad button of the gamepad id is pressed in ticks (Update).
|
|
//
|
|
// StandardGamepadButtonPressDuration must be called in a game's Update, not Draw.
|
|
//
|
|
// StandardGamepadButtonPressDuration is concurrent safe.
|
|
func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.StandardGamepadButton) int {
|
|
theInputState.m.RLock()
|
|
defer theInputState.m.RUnlock()
|
|
|
|
if _, ok := theInputState.standardGamepadButtonDurations[id]; ok {
|
|
return theInputState.standardGamepadButtonDurations[id][button]
|
|
}
|
|
return 0
|
|
}
|
|
|
|
// AppendJustPressedTouchIDs append touch IDs that are created just in the current tick to touchIDs,
|
|
// and returns the extended buffer.
|
|
// Giving a slice that already has enough capacity works efficiently.
|
|
//
|
|
// AppendJustPressedTouchIDs must be called in a game's Update, not Draw.
|
|
//
|
|
// AppendJustPressedTouchIDs is concurrent safe.
|
|
func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
|
|
theInputState.m.RLock()
|
|
defer theInputState.m.RUnlock()
|
|
|
|
origLen := len(touchIDs)
|
|
for id, s := range theInputState.touchDurations {
|
|
if s == 1 {
|
|
touchIDs = append(touchIDs, id)
|
|
}
|
|
}
|
|
|
|
s := touchIDs[origLen:]
|
|
sort.Slice(s, func(a, b int) bool {
|
|
return s[a] < s[b]
|
|
})
|
|
|
|
return touchIDs
|
|
}
|
|
|
|
// JustPressedTouchIDs returns touch IDs that are created just in the current tick.
|
|
//
|
|
// JustPressedTouchIDs must be called in a game's Update, not Draw.
|
|
//
|
|
// Deprecated: as of v2.2. Use AppendJustPressedTouchIDs instead.
|
|
func JustPressedTouchIDs() []ebiten.TouchID {
|
|
return AppendJustPressedTouchIDs(nil)
|
|
}
|
|
|
|
// AppendJustReleasedTouchIDs append touch IDs that are released just in the current tick to touchIDs,
|
|
// and returns the extended buffer.
|
|
// Giving a slice that already has enough capacity works efficiently.
|
|
//
|
|
// AppendJustReleasedTouchIDs must be called in a game's Update, not Draw.
|
|
//
|
|
// AppendJustReleasedTouchIDs is concurrent safe.
|
|
func AppendJustReleasedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
|
|
theInputState.m.RLock()
|
|
defer theInputState.m.RUnlock()
|
|
|
|
origLen := len(touchIDs)
|
|
for id := range theInputState.prevTouchDurations {
|
|
if theInputState.touchDurations[id] == 0 && theInputState.prevTouchDurations[id] > 0 {
|
|
touchIDs = append(touchIDs, id)
|
|
}
|
|
}
|
|
|
|
s := touchIDs[origLen:]
|
|
sort.Slice(s, func(a, b int) bool {
|
|
return s[a] < s[b]
|
|
})
|
|
|
|
return touchIDs
|
|
}
|
|
|
|
// IsTouchJustReleased returns a boolean value indicating
|
|
// whether the given touch is released just in the current tick.
|
|
//
|
|
// IsTouchJustReleased must be called in a game's Update, not Draw.
|
|
//
|
|
// IsTouchJustReleased is concurrent safe.
|
|
func IsTouchJustReleased(id ebiten.TouchID) bool {
|
|
theInputState.m.RLock()
|
|
defer theInputState.m.RUnlock()
|
|
|
|
return theInputState.touchDurations[id] == 0 && theInputState.prevTouchDurations[id] > 0
|
|
}
|
|
|
|
// TouchPressDuration returns how long the touch remains in ticks (Update).
|
|
//
|
|
// TouchPressDuration must be called in a game's Update, not Draw.
|
|
//
|
|
// TouchPressDuration is concurrent safe.
|
|
func TouchPressDuration(id ebiten.TouchID) int {
|
|
theInputState.m.RLock()
|
|
s := theInputState.touchDurations[id]
|
|
theInputState.m.RUnlock()
|
|
return s
|
|
}
|
|
|
|
// TouchPositionInPreviousTick returns the position in the previous tick.
|
|
// If the touch is a just-released touch, TouchPositionInPreviousTick returns the last position of the touch.
|
|
//
|
|
// TouchPositionInPreviousTick must be called in a game's Update, not Draw.
|
|
//
|
|
// TouchJustReleasedPosition is concurrent safe.
|
|
func TouchPositionInPreviousTick(id ebiten.TouchID) (int, int) {
|
|
theInputState.m.RLock()
|
|
defer theInputState.m.RUnlock()
|
|
|
|
p := theInputState.prevTouchPositions[id]
|
|
return p.x, p.y
|
|
}
|