Files
nmage/input/input.go

431 lines
7.6 KiB
Go
Executable File

// The input package provides an interface to mouse and keyboard inputs
// like key clicks and releases, along with some higher level constructs like
// pressed/released this frames, double clicks, and normalized inputs.
//
// The input package has two sets of functions for most cases, where one
// is in the form 'xy' and the other 'xyCaptured'. The captured form
// always returns normal events even if the mouse or keyboard are captured
// by the UI system. The 'xy' form however will return zero/false if the
// respective input device is currently captured (with the exception of mouse position, that is always correctly returned).
//
// For most cases, you want to use the 'xy' form. For example, you only want to receive
// key down events for game character movement when the UI isn't capturing the keyboard,
// because otherwise the character will move while typing in a UI textbox.
//
// The functions IsMouseCaptured and IsKeyboardCaptured are also available.
package input
import (
"github.com/veandco/go-sdl2/sdl"
)
type keyState struct {
Key sdl.Keycode
State int
IsPressedThisFrame bool
IsReleasedThisFrame bool
}
type mouseBtnState struct {
Btn int
State int
IsPressedThisFrame bool
IsReleasedThisFrame bool
IsDoubleClicked bool
}
type mouseMotionState struct {
XDelta int32
YDelta int32
XPos int32
YPos int32
}
type mouseWheelState struct {
XDelta int32
YDelta int32
}
var (
mouseWheel = mouseWheelState{}
mouseMotion = mouseMotionState{}
mouseBtnMap = make(map[int]mouseBtnState)
keyMap = make(map[sdl.Keycode]keyState)
isQuitRequested bool
isMouseCaptured bool
isKeyboardCaptured bool
)
func EventLoopStart(mouseGotCaptured, keyboardGotCaptured bool) {
isMouseCaptured = mouseGotCaptured
isKeyboardCaptured = keyboardGotCaptured
// Update per-frame state
for k, v := range keyMap {
v.IsPressedThisFrame = false
v.IsReleasedThisFrame = false
keyMap[k] = v
}
for k, v := range mouseBtnMap {
v.IsPressedThisFrame = false
v.IsReleasedThisFrame = false
v.IsDoubleClicked = false
mouseBtnMap[k] = v
}
mouseMotion.XDelta = 0
mouseMotion.YDelta = 0
mouseWheel.XDelta = 0
mouseWheel.YDelta = 0
isQuitRequested = false
}
func ClearKeyboardState() {
clear(keyMap)
}
func ClearMouseState() {
clear(mouseBtnMap)
mouseMotion = mouseMotionState{}
mouseWheel = mouseWheelState{}
}
func HandleQuitEvent(e *sdl.QuitEvent) {
isQuitRequested = true
}
func IsMouseCaptured() bool {
return isMouseCaptured
}
func IsKeyboardCaptured() bool {
return isKeyboardCaptured
}
func IsQuitClicked() bool {
return isQuitRequested
}
func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
ks, ok := keyMap[e.Keysym.Sym]
if !ok {
ks = keyState{Key: e.Keysym.Sym}
}
ks.State = int(e.State)
ks.IsPressedThisFrame = e.State == sdl.PRESSED && e.Repeat == 0
ks.IsReleasedThisFrame = e.State == sdl.RELEASED && e.Repeat == 0
keyMap[ks.Key] = ks
}
func HandleMouseBtnEvent(e *sdl.MouseButtonEvent) {
mb, ok := mouseBtnMap[int(e.Button)]
if !ok {
mb = mouseBtnState{Btn: int(e.Button)}
}
mb.State = int(e.State)
mb.IsDoubleClicked = e.Clicks == 2 && e.State == sdl.PRESSED
mb.IsPressedThisFrame = e.State == sdl.PRESSED
mb.IsReleasedThisFrame = e.State == sdl.RELEASED
mouseBtnMap[int(e.Button)] = mb
}
func HandleMouseMotionEvent(e *sdl.MouseMotionEvent) {
mouseMotion.XPos = e.X
mouseMotion.YPos = e.Y
mouseMotion.XDelta = e.XRel
mouseMotion.YDelta = e.YRel
}
func HandleMouseWheelEvent(e *sdl.MouseWheelEvent) {
mouseWheel.XDelta = e.X
mouseWheel.YDelta = e.Y
}
// GetMousePos returns the window coordinates of the mouse regardless of whether the mouse is captured or not
func GetMousePos() (x, y int32) {
return mouseMotion.XPos, mouseMotion.YPos
}
// GetMouseMotion returns how many pixels were moved last frame
func GetMouseMotion() (xDelta, yDelta int32) {
if isMouseCaptured {
return 0, 0
}
return GetMouseMotionCaptured()
}
func GetMouseMotionCaptured() (xDelta, yDelta int32) {
return mouseMotion.XDelta, mouseMotion.YDelta
}
func GetMouseMotionNorm() (xDelta, yDelta int32) {
if isMouseCaptured {
return 0, 0
}
return GetMouseMotionNormCaptured()
}
func GetMouseMotionNormCaptured() (xDelta, yDelta int32) {
x, y := mouseMotion.XDelta, mouseMotion.YDelta
if x > 0 {
x = 1
} else if x < 0 {
x = -1
}
if y > 0 {
y = -1
} else if y < 0 {
y = 1
}
return x, y
}
func GetMouseWheelMotion() (xDelta, yDelta int32) {
if isMouseCaptured {
return 0, 0
}
return GetMouseWheelMotionCaptured()
}
func GetMouseWheelMotionCaptured() (xDelta, yDelta int32) {
return mouseWheel.XDelta, mouseWheel.YDelta
}
// GetMouseWheelXNorm returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
func GetMouseWheelXNorm() int32 {
if isMouseCaptured {
return 0
}
return GetMouseWheelXNormCaptured()
}
// GetMouseWheelXNormCaptured returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
func GetMouseWheelXNormCaptured() int32 {
if mouseWheel.XDelta > 0 {
return 1
} else if mouseWheel.XDelta < 0 {
return -1
}
return 0
}
// GetMouseWheelYNorm returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
func GetMouseWheelYNorm() int32 {
if isMouseCaptured {
return 0
}
return GetMouseWheelYNormCaptured()
}
// GetMouseWheelYNormCaptured returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
func GetMouseWheelYNormCaptured() int32 {
if mouseWheel.YDelta > 0 {
return 1
} else if mouseWheel.YDelta < 0 {
return -1
}
return 0
}
func KeyClicked(kc sdl.Keycode) bool {
if isKeyboardCaptured {
return false
}
return KeyClickedCaptured(kc)
}
func KeyClickedCaptured(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
return false
}
return ks.IsPressedThisFrame
}
func KeyReleased(kc sdl.Keycode) bool {
if isKeyboardCaptured {
return false
}
return KeyReleasedCaptured(kc)
}
func KeyReleasedCaptured(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
return false
}
return ks.IsReleasedThisFrame
}
func KeyDown(kc sdl.Keycode) bool {
if isKeyboardCaptured {
return false
}
return KeyDownCaptured(kc)
}
func KeyDownCaptured(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
return false
}
return ks.State == sdl.PRESSED
}
func KeyUp(kc sdl.Keycode) bool {
if isKeyboardCaptured {
return false
}
return KeyUpCaptured(kc)
}
func KeyUpCaptured(kc sdl.Keycode) bool {
ks, ok := keyMap[kc]
if !ok {
return true
}
return ks.State == sdl.RELEASED
}
func MouseClicked(mb int) bool {
if isMouseCaptured {
return false
}
return MouseClickedCaptued(mb)
}
func MouseClickedCaptued(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
}
return btn.IsPressedThisFrame
}
func MouseDoubleClicked(mb int) bool {
if isMouseCaptured {
return false
}
return MouseDoubleClickedCaptured(mb)
}
func MouseDoubleClickedCaptured(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
}
return btn.IsDoubleClicked
}
func MouseReleased(mb int) bool {
if isMouseCaptured {
return false
}
return MouseReleasedCaptured(mb)
}
func MouseReleasedCaptured(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
}
return btn.IsReleasedThisFrame
}
func MouseDown(mb int) bool {
if isMouseCaptured {
return false
}
return MouseDownCaptued(mb)
}
func MouseDownCaptued(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return false
}
return btn.State == sdl.PRESSED
}
func MouseUp(mb int) bool {
if isMouseCaptured {
return false
}
return MouseUpCaptured(mb)
}
func MouseUpCaptured(mb int) bool {
btn, ok := mouseBtnMap[mb]
if !ok {
return true
}
return btn.State == sdl.RELEASED
}