mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2025-01-14 13:02:08 +01:00
94 lines
2.6 KiB
Go
94 lines
2.6 KiB
Go
// Copyright 2014 Hajime Hoshi
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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 blocks
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import (
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/inpututil"
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)
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// Input manages the input state including gamepads and keyboards.
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type Input struct {
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virtualGamepadButtonStates map[virtualGamepadButton]int
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gamepadConfig gamepadConfig
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}
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// IsAnyGamepadButtonPressed returns a boolean value indicating
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// whether any gamepad button is pressed.
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func (i *Input) IsAnyGamepadButtonPressed() bool {
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const gamepadID = 0
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for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
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if ebiten.IsGamepadButtonPressed(gamepadID, b) {
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return true
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}
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}
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return false
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}
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func (i *Input) stateForVirtualGamepadButton(b virtualGamepadButton) int {
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if i.virtualGamepadButtonStates == nil {
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return 0
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}
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return i.virtualGamepadButtonStates[b]
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}
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func (i *Input) Update() {
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if i.virtualGamepadButtonStates == nil {
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i.virtualGamepadButtonStates = map[virtualGamepadButton]int{}
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}
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for _, b := range virtualGamepadButtons {
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if !i.gamepadConfig.IsButtonPressed(b) {
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i.virtualGamepadButtonStates[b] = 0
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continue
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}
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i.virtualGamepadButtonStates[b]++
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}
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}
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func (i *Input) IsRotateRightJustPressed() bool {
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if inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyX) {
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return true
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}
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return i.stateForVirtualGamepadButton(virtualGamepadButtonButtonB) == 1
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}
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func (i *Input) IsRotateLeftJustPressed() bool {
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if inpututil.IsKeyJustPressed(ebiten.KeyZ) {
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return true
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}
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return i.stateForVirtualGamepadButton(virtualGamepadButtonButtonA) == 1
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}
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func (i *Input) StateForLeft() int {
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if v := inpututil.KeyPressDuration(ebiten.KeyLeft); 0 < v {
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return v
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}
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return i.stateForVirtualGamepadButton(virtualGamepadButtonLeft)
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}
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func (i *Input) StateForRight() int {
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if v := inpututil.KeyPressDuration(ebiten.KeyRight); 0 < v {
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return v
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}
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return i.stateForVirtualGamepadButton(virtualGamepadButtonRight)
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}
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func (i *Input) StateForDown() int {
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if v := inpututil.KeyPressDuration(ebiten.KeyDown); 0 < v {
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return v
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}
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return i.stateForVirtualGamepadButton(virtualGamepadButtonDown)
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}
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