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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 && !playstation5
package ui
import (
"math"
"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
"github.com/hajimehoshi/ebiten/v2/internal/glfw"
)
var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
glfw.MouseButtonLeft: MouseButton0,
glfw.MouseButtonMiddle: MouseButton1,
glfw.MouseButtonRight: MouseButton2,
glfw.MouseButton4: MouseButton3,
glfw.MouseButton5: MouseButton4,
}
func (u *UserInterface) registerInputCallbacks() error {
if _, err := u.window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
// As this function is called from GLFW callbacks, the current thread is main.
u.m.Lock()
defer u.m.Unlock()
u.inputState.appendRune(char)
}); err != nil {
return err
}
if _, err := u.window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
// As this function is called from GLFW callbacks, the current thread is main.
u.m.Lock()
defer u.m.Unlock()
u.inputState.WheelX += xoff
u.inputState.WheelY += yoff
}); err != nil {
return err
}
return nil
}
func (u *UserInterface) updateInputState() error {
var err error
u.mainThread.Call(func() {
err = u.updateInputStateImpl()
})
return err
}
// updateInputStateImpl must be called from the main thread.
func (u *UserInterface) updateInputStateImpl() error {
u.m.Lock()
defer u.m.Unlock()
for uk, gk := range uiKeyToGLFWKey {
s, err := u.window.GetKey(gk)
if err != nil {
return err
}
u.inputState.KeyPressed[uk] = s == glfw.Press
}
for gb, ub := range glfwMouseButtonToMouseButton {
s, err := u.window.GetMouseButton(gb)
if err != nil {
return err
}
u.inputState.MouseButtonPressed[ub] = s == glfw.Press
}
m, err := u.currentMonitor()
if err != nil {
return err
}
s := m.DeviceScaleFactor()
cx, cy := u.savedCursorX, u.savedCursorY
defer func() {
u.savedCursorX = math.NaN()
u.savedCursorY = math.NaN()
}()
if !math.IsNaN(cx) && !math.IsNaN(cy) {
cx2, cy2 := u.context.logicalPositionToClientPosition(cx, cy, s)
cx2 = dipToGLFWPixel(cx2, s)
cy2 = dipToGLFWPixel(cy2, s)
if err := u.window.SetCursorPos(cx2, cy2); err != nil {
return err
}
} else {
cx2, cy2, err := u.window.GetCursorPos()
if err != nil {
return err
}
cx2 = dipFromGLFWPixel(cx2, s)
cy2 = dipFromGLFWPixel(cy2, s)
cx, cy = u.context.clientPositionToLogicalPosition(cx2, cy2, s)
}
// AdjustPosition can return NaN at the initialization.
if !math.IsNaN(cx) && !math.IsNaN(cy) {
u.inputState.CursorX, u.inputState.CursorY = cx, cy
}
if err := gamepad.Update(); err != nil {
return err
}
return nil
}
func (u *UserInterface) KeyName(key Key) string {
if !u.isRunning() {
return ""
}
gk, ok := uiKeyToGLFWKey[key]
if !ok {
return ""
}
var name string
u.mainThread.Call(func() {
if u.isTerminated() {
return
}
n, err := glfw.GetKeyName(gk, 0)
if err != nil {
u.setError(err)
return
}
name = n
})
return name
}
func (u *UserInterface) saveCursorPosition() {
u.m.Lock()
defer u.m.Unlock()
u.savedCursorX = u.inputState.CursorX
u.savedCursorY = u.inputState.CursorY
}