mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
352 lines
7.6 KiB
Go
352 lines
7.6 KiB
Go
// Copyright 2015 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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// +build darwin freebsd linux windows
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// +build !android
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// +build !ios
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package glfw
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import (
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"sync"
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"unicode"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/glfw"
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)
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type gamePad struct {
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valid bool
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guid string
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name string
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axisNum int
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axes [16]float64
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buttonNum int
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buttonPressed [256]bool
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}
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type Input struct {
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keyPressed map[glfw.Key]bool
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mouseButtonPressed map[glfw.MouseButton]bool
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onceCallback sync.Once
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scrollX float64
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scrollY float64
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cursorX int
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cursorY int
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gamepads [16]gamePad
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touches map[driver.TouchID]pos // TODO: Implement this (#417)
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runeBuffer []rune
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ui *UserInterface
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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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func (i *Input) CursorPosition() (x, y int) {
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if !i.ui.isRunning() {
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return 0, 0
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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return i.cursorX, i.cursorY
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}
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func (i *Input) GamepadIDs() []driver.GamepadID {
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if !i.ui.isRunning() {
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return nil
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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r := make([]driver.GamepadID, 0, len(i.gamepads))
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for id, g := range i.gamepads {
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if g.valid {
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r = append(r, driver.GamepadID(id))
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}
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}
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return r
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}
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func (i *Input) GamepadSDLID(id driver.GamepadID) string {
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if !i.ui.isRunning() {
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return ""
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return ""
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}
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return i.gamepads[id].guid
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}
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func (i *Input) GamepadName(id driver.GamepadID) string {
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if !i.ui.isRunning() {
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return ""
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return ""
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}
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return i.gamepads[id].name
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}
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func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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if !i.ui.isRunning() {
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return 0
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return 0
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}
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return i.gamepads[id].axisNum
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}
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func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
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if !i.ui.isRunning() {
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return 0
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return 0
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}
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return i.gamepads[id].axes[axis]
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}
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func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
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if !i.ui.isRunning() {
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return 0
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return 0
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}
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return i.gamepads[id].buttonNum
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}
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func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
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if !i.ui.isRunning() {
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return false
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return false
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}
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return i.gamepads[id].buttonPressed[button]
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}
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func (i *Input) TouchIDs() []driver.TouchID {
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if !i.ui.isRunning() {
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return nil
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.touches) == 0 {
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return nil
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}
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ids := make([]driver.TouchID, 0, len(i.touches))
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for id := range i.touches {
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ids = append(ids, id)
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}
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return ids
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}
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func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
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if !i.ui.isRunning() {
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return 0, 0
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for tid, pos := range i.touches {
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if id == tid {
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return pos.X, pos.Y
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}
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}
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return 0, 0
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}
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func (i *Input) RuneBuffer() []rune {
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if !i.ui.isRunning() {
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return nil
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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rs := make([]rune, len(i.runeBuffer))
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copy(rs, i.runeBuffer)
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return rs
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}
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func (i *Input) resetForFrame() {
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if !i.ui.isRunning() {
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return
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}
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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i.runeBuffer = i.runeBuffer[:0]
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i.scrollX, i.scrollY = 0, 0
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}
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func (i *Input) IsKeyPressed(key driver.Key) bool {
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if !i.ui.isRunning() {
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return false
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}
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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if i.keyPressed == nil {
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i.keyPressed = map[glfw.Key]bool{}
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}
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gk, ok := driverKeyToGLFWKey[key]
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return ok && i.keyPressed[gk]
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}
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func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
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if !i.ui.isRunning() {
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return false
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}
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[glfw.MouseButton]bool{}
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}
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for gb, b := range glfwMouseButtonToMouseButton {
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if b != button {
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continue
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}
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if i.mouseButtonPressed[gb] {
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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) Wheel() (xoff, yoff float64) {
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if !i.ui.isRunning() {
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return 0, 0
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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return i.scrollX, i.scrollY
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}
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var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{
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glfw.MouseButtonLeft: driver.MouseButtonLeft,
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glfw.MouseButtonRight: driver.MouseButtonRight,
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glfw.MouseButtonMiddle: driver.MouseButtonMiddle,
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}
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// update must be called from the main thread.
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func (i *Input) update(window *glfw.Window, context driver.UIContext) {
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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i.onceCallback.Do(func() {
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window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
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// As this function is called from GLFW callbacks, the current thread is main.
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if !unicode.IsPrint(char) {
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return
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}
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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i.runeBuffer = append(i.runeBuffer, char)
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})
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window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
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// As this function is called from GLFW callbacks, the current thread is main.
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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i.scrollX = xoff
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i.scrollY = yoff
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})
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})
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if i.keyPressed == nil {
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i.keyPressed = map[glfw.Key]bool{}
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}
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for gk := range glfwKeyToDriverKey {
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i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
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}
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[glfw.MouseButton]bool{}
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}
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for gb := range glfwMouseButtonToMouseButton {
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i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
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}
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cx, cy := window.GetCursorPos()
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// TODO: This is tricky. Rename the function?
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cx = i.ui.fromGLFWMonitorPixel(cx)
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cy = i.ui.fromGLFWMonitorPixel(cy)
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cx, cy = context.AdjustPosition(cx, cy, i.ui.deviceScaleFactor())
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i.cursorX, i.cursorY = int(cx), int(cy)
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for id := glfw.Joystick(0); id < glfw.Joystick(len(i.gamepads)); id++ {
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i.gamepads[id].valid = false
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if !id.Present() {
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continue
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}
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buttons := id.GetButtons()
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// A gamepad can be detected even though there are not. Apparently, some special devices are
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// recognized as gamepads by GLFW. In this case, the number of the 'buttons' can exceeds the
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// maximum. Skip such devices as a tentative solution (#1173).
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if len(buttons) > driver.GamepadButtonNum {
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continue
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}
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i.gamepads[id].valid = true
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i.gamepads[id].buttonNum = len(buttons)
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for b := 0; b < len(i.gamepads[id].buttonPressed); b++ {
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if len(buttons) <= b {
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i.gamepads[id].buttonPressed[b] = false
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continue
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}
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i.gamepads[id].buttonPressed[b] = glfw.Action(buttons[b]) == glfw.Press
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}
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axes32 := id.GetAxes()
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i.gamepads[id].axisNum = len(axes32)
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for a := 0; a < len(i.gamepads[id].axes); a++ {
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if len(axes32) <= a {
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i.gamepads[id].axes[a] = 0
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continue
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}
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i.gamepads[id].axes[a] = float64(axes32[a])
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}
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// Note that GLFW's gamepad GUID follows SDL's GUID.
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i.gamepads[id].guid = id.GetGUID()
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i.gamepads[id].name = id.GetName()
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}
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}
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