ebiten/examples/blocks/blocks/input.go
2016-10-16 00:09:03 +09:00

132 lines
3.2 KiB
Go

// Copyright 2014 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 example
package blocks
import (
"github.com/hajimehoshi/ebiten"
)
var gamepadAbstractButtons = []abstractButton{
abstractButtonLeft,
abstractButtonRight,
abstractButtonDown,
abstractButtonButtonA,
abstractButtonButtonB,
}
type Input struct {
keyStates map[ebiten.Key]int
gamepadButtonStates map[ebiten.GamepadButton]int
gamepadAbstractButtonStates map[abstractButton]int
gamepadConfig gamepadConfig
}
func (i *Input) StateForKey(key ebiten.Key) int {
if i.keyStates == nil {
return 0
}
return i.keyStates[key]
}
func (i *Input) StateForGamepadButton(b ebiten.GamepadButton) int {
if i.gamepadButtonStates == nil {
return 0
}
return i.gamepadButtonStates[b]
}
func (i *Input) stateForGamepadAbstractButton(b abstractButton) int {
if i.gamepadAbstractButtonStates == nil {
return 0
}
return i.gamepadAbstractButtonStates[b]
}
func (i *Input) Update() {
if i.keyStates == nil {
i.keyStates = map[ebiten.Key]int{}
}
for key := ebiten.Key(0); key <= ebiten.KeyMax; key++ {
if !ebiten.IsKeyPressed(ebiten.Key(key)) {
i.keyStates[key] = 0
continue
}
i.keyStates[key]++
}
const gamepadID = 0
if i.gamepadButtonStates == nil {
i.gamepadButtonStates = map[ebiten.GamepadButton]int{}
}
for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
if !ebiten.IsGamepadButtonPressed(gamepadID, b) {
i.gamepadButtonStates[b] = 0
continue
}
i.gamepadButtonStates[b]++
}
if i.gamepadAbstractButtonStates == nil {
i.gamepadAbstractButtonStates = map[abstractButton]int{}
}
for _, b := range gamepadAbstractButtons {
if !i.gamepadConfig.IsButtonPressed(gamepadID, b) {
i.gamepadAbstractButtonStates[b] = 0
continue
}
i.gamepadAbstractButtonStates[b]++
}
}
func (i *Input) IsRotateRightTrigger() bool {
if i.StateForKey(ebiten.KeySpace) == 1 || i.StateForKey(ebiten.KeyX) == 1 {
return true
}
return i.stateForGamepadAbstractButton(abstractButtonButtonB) == 1
}
func (i *Input) IsRotateLeftTrigger() bool {
if i.StateForKey(ebiten.KeyZ) == 1 {
return true
}
return i.stateForGamepadAbstractButton(abstractButtonButtonA) == 1
}
func (i *Input) StateForLeft() int {
v := i.StateForKey(ebiten.KeyLeft)
if 0 < v {
return v
}
return i.stateForGamepadAbstractButton(abstractButtonLeft)
}
func (i *Input) StateForRight() int {
v := i.StateForKey(ebiten.KeyRight)
if 0 < v {
return v
}
return i.stateForGamepadAbstractButton(abstractButtonRight)
}
func (i *Input) StateForDown() int {
v := i.StateForKey(ebiten.KeyDown)
if 0 < v {
return v
}
return i.stateForGamepadAbstractButton(abstractButtonDown)
}