forked from hajimehoshi/ebiten
-
Notifications
You must be signed in to change notification settings - Fork 0
/
input.go
118 lines (105 loc) · 3.71 KB
/
input.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
// 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/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 := ui.CurrentInput().RuneBuffer()
return append(make([]rune, 0, len(rb)), rb...)
}
// IsKeyPressed returns a boolean indicating whether key is pressed.
//
// This function is concurrent-safe.
func IsKeyPressed(key Key) bool {
return ui.CurrentInput().IsKeyPressed(ui.Key(key))
}
// CursorPosition returns a position of a mouse cursor.
//
// This function is concurrent-safe.
func CursorPosition() (x, y int) {
return ui.CurrentInput().CursorPosition()
}
// 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 ui.CurrentInput().IsMouseButtonPressed(ui.MouseButton(mouseButton))
}
// GamepadAxisNum returns the number of axes of the gamepad (id).
//
// This function is concurrent-safe.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
func GamepadAxisNum(id int) int {
return ui.CurrentInput().GamepadAxisNum(id)
}
// GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
//
// This function is concurrent-safe.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
func GamepadAxis(id int, axis int) float64 {
return ui.CurrentInput().GamepadAxis(id, axis)
}
// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
//
// This function is concurrent-safe.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
func GamepadButtonNum(id int) int {
return ui.CurrentInput().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.
//
// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
func IsGamepadButtonPressed(id int, button GamepadButton) bool {
return ui.CurrentInput().IsGamepadButtonPressed(id, ui.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.CurrentInput().Touches()
tt := make([]Touch, len(t))
for i := 0; i < len(tt); i++ {
tt[i] = t[i]
}
return tt
}