/
controls.go
215 lines (202 loc) · 5.34 KB
/
controls.go
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package game
import (
"github.com/GaryBrownEEngr/scratch/models"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
func fillKeyStruct(input []ebiten.Key, out *models.UserInput) {
out.AnyPressed = len(input) > 0
keys := &out.Keys
for _, k := range input {
switch k { //nolint:exhaustive
case ebiten.KeyA:
keys.A = true
case ebiten.KeyB:
keys.B = true
case ebiten.KeyC:
keys.C = true
case ebiten.KeyD:
keys.D = true
case ebiten.KeyE:
keys.E = true
case ebiten.KeyF:
keys.F = true
case ebiten.KeyG:
keys.G = true
case ebiten.KeyH:
keys.H = true
case ebiten.KeyI:
keys.I = true
case ebiten.KeyJ:
keys.J = true
case ebiten.KeyK:
keys.K = true
case ebiten.KeyL:
keys.L = true
case ebiten.KeyM:
keys.M = true
case ebiten.KeyN:
keys.N = true
case ebiten.KeyO:
keys.O = true
case ebiten.KeyP:
keys.P = true
case ebiten.KeyQ:
keys.Q = true
case ebiten.KeyR:
keys.R = true
case ebiten.KeyS:
keys.S = true
case ebiten.KeyT:
keys.T = true
case ebiten.KeyU:
keys.U = true
case ebiten.KeyV:
keys.V = true
case ebiten.KeyW:
keys.W = true
case ebiten.KeyX:
keys.X = true
case ebiten.KeyY:
keys.Y = true
case ebiten.KeyZ:
keys.Z = true
case ebiten.KeyArrowLeft:
keys.LeftArrow = true
case ebiten.KeyArrowRight:
keys.RightArrow = true
case ebiten.KeyArrowUp:
keys.UpArrow = true
case ebiten.KeyArrowDown:
keys.DownArrow = true
case ebiten.KeyDigit0:
keys.Number0 = true
case ebiten.KeyDigit1:
keys.Number1 = true
case ebiten.KeyDigit2:
keys.Number2 = true
case ebiten.KeyDigit3:
keys.Number3 = true
case ebiten.KeyDigit4:
keys.Number4 = true
case ebiten.KeyDigit5:
keys.Number5 = true
case ebiten.KeyDigit6:
keys.Number6 = true
case ebiten.KeyDigit7:
keys.Number7 = true
case ebiten.KeyDigit8:
keys.Number8 = true
case ebiten.KeyDigit9:
keys.Number9 = true
case ebiten.KeyF1:
keys.F1 = true
case ebiten.KeyF2:
keys.F2 = true
case ebiten.KeyF3:
keys.F3 = true
case ebiten.KeyF4:
keys.F4 = true
case ebiten.KeyF5:
keys.F5 = true
case ebiten.KeyF6:
keys.F6 = true
case ebiten.KeyF7:
keys.F7 = true
case ebiten.KeyF8:
keys.F8 = true
case ebiten.KeyF9:
keys.F9 = true
case ebiten.KeyF10:
keys.F10 = true
case ebiten.KeyF11:
keys.F11 = true
case ebiten.KeyF12:
keys.F12 = true
case ebiten.KeySpace:
keys.Space = true
case ebiten.KeyBackspace:
keys.Backspace = true
case ebiten.KeyTab:
keys.Tab = true
case ebiten.KeyShiftRight:
keys.RightShift = true
case ebiten.KeyShiftLeft:
keys.LeftShift = true
case ebiten.KeyControlLeft:
keys.LeftCtrl = true
case ebiten.KeyControlRight:
keys.RightCtrl = true
case ebiten.KeyAltLeft:
keys.LeftAlt = true
case ebiten.KeyAltRight:
keys.RightAlt = true
case ebiten.KeyEnter:
keys.Enter = true
case ebiten.KeyDelete:
keys.Delete = true
case ebiten.KeyEscape:
keys.Escape = true
case ebiten.KeyBackquote:
keys.Backquote = true
case ebiten.KeyMinus:
keys.Minus = true
case ebiten.KeyEqual:
keys.Equal = true
case ebiten.KeyComma:
keys.Comma = true
case ebiten.KeyPeriod:
keys.Period = true
case ebiten.KeySemicolon:
keys.SemiColon = true
case ebiten.KeyQuote:
keys.Apostrophe = true
case ebiten.KeySlash:
keys.ForwardSlash = true
case ebiten.KeyBackslash:
keys.BackSlash = true
case ebiten.KeyBracketLeft:
keys.OpenSquareBracket = true
case ebiten.KeyBracketRight:
keys.CloseSquareBracket = true
}
}
}
type SavedControlState struct {
keysDown []ebiten.Key
keysJustPressed []ebiten.Key
}
// Generate a new struct for pressed and just pressed. then it becomes read only to everyone else.
func (s *SavedControlState) GetUserInput(screenWidth, screenHeight int) (pressed, justPressed *models.UserInput) {
s.keysDown = inpututil.AppendPressedKeys(s.keysDown[:0])
s.keysJustPressed = inpututil.AppendJustPressedKeys(s.keysJustPressed[:0])
cursorX, cursorY := ebiten.CursorPosition()
_, yScroll := ebiten.Wheel()
Left := ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft)
Center := ebiten.IsMouseButtonPressed(ebiten.MouseButtonMiddle)
Right := ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight)
LeftJp := inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft)
CenterJp := inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonMiddle)
RightJp := inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonRight)
// Now fill out the down struct
pressed = &models.UserInput{}
fillKeyStruct(s.keysDown, pressed)
pressed.Mouse.MouseX = cursorX - screenWidth/2
pressed.Mouse.MouseY = -cursorY + screenHeight/2
pressed.Mouse.MouseScroll = yScroll
pressed.Mouse.Left = Left
pressed.Mouse.Center = Center
pressed.Mouse.Right = Right
pressed.AnyPressed = pressed.AnyPressed || Left || Center || Right || yScroll != 0
// Now fill out the justPressed struct
justPressed = &models.UserInput{}
fillKeyStruct(s.keysJustPressed, justPressed)
justPressed.Mouse.MouseX = cursorX - screenWidth/2
justPressed.Mouse.MouseY = -cursorY + screenHeight/2
justPressed.Mouse.MouseScroll = yScroll
justPressed.Mouse.Left = LeftJp
justPressed.Mouse.Center = CenterJp
justPressed.Mouse.Right = RightJp
justPressed.AnyPressed = justPressed.AnyPressed || LeftJp || CenterJp || RightJp || yScroll != 0
return pressed, justPressed
}