ebiten/input.go

132 lines
4.0 KiB
Go

// Copyright 2015 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.
package ebiten
import (
"github.com/hajimehoshi/ebiten/internal/input"
"github.com/hajimehoshi/ebiten/internal/ui"
)
// InputChars return "printable" runes read from the keyboard at the time update is called.
//
// InputChars represents the environment's locale-dependent translation of keyboard
// input to Unicode characters.
//
// IsKeyPressed is based on a mapping of device (US keyboard) codes to input device keys.
// "Control" and modifier keys should be handled with IsKeyPressed.
//
// This function is concurrent-safe.
func InputChars() []rune {
rb := input.Get().RuneBuffer()
return append(make([]rune, 0, len(rb)), rb...)
}
// IsKeyPressed returns a boolean indicating whether key is pressed.
//
// Known issue: On Edge browser, KeyKPEnter and KeyKPEqual don't work well.
// These keys are recognized as KeyEnter and KeyEqual.
//
// This function is concurrent-safe.
func IsKeyPressed(key Key) bool {
return input.Get().IsKeyPressed(input.Key(key))
}
// CursorPosition returns a position of a mouse cursor.
//
// This function is concurrent-safe.
func CursorPosition() (x, y int) {
return ui.AdjustedCursorPosition()
}
// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
//
// This function is concurrent-safe.
//
// Note that touch events not longer affect this function's result as of 1.4.0-alpha.
// Use Touches instead.
func IsMouseButtonPressed(mouseButton MouseButton) bool {
return input.Get().IsMouseButtonPressed(input.MouseButton(mouseButton))
}
// GamepadIDs returns a slice indicating available gamepad IDs.
//
// This function is concurrent-safe.
//
// This function always returns an empty slice on mobiles.
func GamepadIDs() []int {
return input.Get().GamepadIDs()
}
// GamepadAxisNum returns the number of axes of the gamepad (id).
//
// This function is concurrent-safe.
//
// This function always returns 0 on mobiles.
func GamepadAxisNum(id int) int {
return input.Get().GamepadAxisNum(id)
}
// GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
//
// This function is concurrent-safe.
//
// This function always returns 0 on mobiles.
func GamepadAxis(id int, axis int) float64 {
return input.Get().GamepadAxis(id, axis)
}
// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
//
// This function is concurrent-safe.
//
// This function always returns 0 on mobiles.
func GamepadButtonNum(id int) int {
return input.Get().GamepadButtonNum(id)
}
// IsGamepadButtonPressed returns the boolean indicating the given button of the gamepad (id) is pressed or not.
//
// This function is concurrent-safe.
//
// The button states vary depending on environments.
// There can be differences even between Chrome and Firefox.
// Don't assume that returned values are always same when same buttons are pressed.
//
// This function always returns false on mobiles.
func IsGamepadButtonPressed(id int, button GamepadButton) bool {
return input.Get().IsGamepadButtonPressed(id, input.GamepadButton(button))
}
// Touch represents a touch state.
type Touch interface {
// ID returns an identifier for one stroke.
ID() int
// Position returns the position of the touch.
Position() (x, y int)
}
// Touches returns the current touch states.
//
// Touches always returns nil on desktops.
func Touches() []Touch {
t := ui.AdjustedTouches()
tt := make([]Touch, len(t))
for i := 0; i < len(tt); i++ {
tt[i] = t[i]
}
return tt
}