/
input_glfw.go
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/
input_glfw.go
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// 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.
//go:build !android && !ios && !js && !nintendosdk
// +build !android,!ios,!js,!nintendosdk
package ui
import (
"math"
"sync"
"unicode"
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
"github.com/hajimehoshi/ebiten/v2/internal/glfw"
)
type Input struct {
keyPressed map[glfw.Key]bool
mouseButtonPressed map[glfw.MouseButton]bool
onceCallback sync.Once
scrollX float64
scrollY float64
cursorX int
cursorY int
touches map[TouchID]pos // TODO: Implement this (#417)
runeBuffer []rune
ui *userInterfaceImpl
}
type pos struct {
X int
Y int
}
func (i *Input) CursorPosition() (x, y int) {
if !i.ui.isRunning() {
return 0, 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
return i.cursorX, i.cursorY
}
func (i *Input) AppendTouchIDs(touchIDs []TouchID) []TouchID {
if !i.ui.isRunning() {
return nil
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for id := range i.touches {
touchIDs = append(touchIDs, id)
}
return touchIDs
}
func (i *Input) TouchPosition(id TouchID) (x, y int) {
if !i.ui.isRunning() {
return 0, 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
for tid, pos := range i.touches {
if id == tid {
return pos.X, pos.Y
}
}
return 0, 0
}
func (i *Input) IsKeyPressed(key Key) bool {
if !i.ui.isRunning() {
return false
}
i.ui.m.Lock()
defer i.ui.m.Unlock()
gk, ok := uiKeyToGLFWKey[key]
if !ok {
return false
}
return i.keyPressed[gk]
}
func (i *Input) AppendInputChars(runes []rune) []rune {
if !i.ui.isRunning() {
return nil
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
return append(runes, i.runeBuffer...)
}
func (i *Input) resetForTick() {
if !i.ui.isRunning() {
return
}
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.runeBuffer = i.runeBuffer[:0]
i.scrollX, i.scrollY = 0, 0
}
func (i *Input) IsMouseButtonPressed(button MouseButton) bool {
if !i.ui.isRunning() {
return false
}
i.ui.m.Lock()
defer i.ui.m.Unlock()
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
}
for gb, b := range glfwMouseButtonToMouseButton {
if b != button {
continue
}
if i.mouseButtonPressed[gb] {
return true
}
}
return false
}
func (i *Input) Wheel() (xoff, yoff float64) {
if !i.ui.isRunning() {
return 0, 0
}
i.ui.m.RLock()
defer i.ui.m.RUnlock()
return i.scrollX, i.scrollY
}
var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
glfw.MouseButtonLeft: MouseButtonLeft,
glfw.MouseButtonRight: MouseButtonRight,
glfw.MouseButtonMiddle: MouseButtonMiddle,
}
// update must be called from the main thread.
func (i *Input) update(window *glfw.Window, context *context) error {
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.onceCallback.Do(func() {
window.SetCharModsCallback(glfw.ToCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
// As this function is called from GLFW callbacks, the current thread is main.
if !unicode.IsPrint(char) {
return
}
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.runeBuffer = append(i.runeBuffer, char)
}))
window.SetScrollCallback(glfw.ToScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
// As this function is called from GLFW callbacks, the current thread is main.
i.ui.m.Lock()
defer i.ui.m.Unlock()
i.scrollX += xoff
i.scrollY += yoff
}))
})
if i.keyPressed == nil {
i.keyPressed = map[glfw.Key]bool{}
}
for _, gk := range uiKeyToGLFWKey {
i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
}
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[glfw.MouseButton]bool{}
}
for gb := range glfwMouseButtonToMouseButton {
i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
}
cx, cy := window.GetCursorPos()
// TODO: This is tricky. Rename the function?
m := i.ui.currentMonitor()
s := i.ui.deviceScaleFactor(m)
cx = i.ui.dipFromGLFWPixel(cx, m)
cy = i.ui.dipFromGLFWPixel(cy, m)
cx, cy = context.adjustPosition(cx, cy, s)
// AdjustPosition can return NaN at the initialization.
if !math.IsNaN(cx) && !math.IsNaN(cy) {
i.cursorX, i.cursorY = int(cx), int(cy)
}
if err := gamepad.Update(); err != nil {
return err
}
return nil
}