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package ui
import (
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
// InputType distinguishes the different supported kinds of input.
type InputType int
const (
// Click represents a mouse click.
Click InputType = iota + 1
// Scroll represents a mouse wheel event.
Scroll
// Text represents any keyboard input.
Text
// Tap represents a short touch input.
Tap
// Pan represents a longer moving touch input.
Pan
// Pinch represents a moving multi touch input.
Pinch
)
// InputEvent contains all information associated with an occurred user input.
type InputEvent struct {
Kind InputType
// X and Y coordinates the event occured.
X, Y int
// Ctx contains additional information for the event.
Ctx any
}
// ClickCtx contains the pressed mouse button.
type ClickCtx struct {
Btn ebiten.MouseButton
}
// DistanceCtx contains the input's distance.
// Scroll and Pan events contain a DistanceCtx.
type DistanceCtx struct {
scrollX, scrollY int
}
// TextCtx contains the inputted runes.
type TextCtx struct {
in []rune
}
// Input contains all occurred input events since the last call to ui.Update.
// The input events should be handled in reverse order to prevent modify during iteration errors.
var Input []InputEvent
// ConsumeInput removes the i-ths input from the quehe.
func ConsumeInput(i int) {
if len(Input) == 1 {
Input = []InputEvent{}
} else {
Input[i] = Input[len(Input)-1]
}
}
// AppendInput appends an input event to the input queue.
func AppendInput(ev InputEvent) {
Input = append(Input, ev)
}
// Update all ui singletons and collect all occurred input.
func Update() error {
Input = []InputEvent{}
if err := TouchManager.Update(); err != nil {
return err
}
for _, tap := range TouchManager.taps {
AppendInput(InputEvent{Tap, tap.x, tap.y, nil})
}
if TouchManager.pan != nil {
pan := TouchManager.pan
iX, iY := pan.Incremental()
AppendInput(InputEvent{Pan, pan.originX, pan.originY, DistanceCtx{int(iX) / 10, int(iY) / 10}})
}
// TODO: handle pinching
if TouchManager.pinch != nil {
}
// TODO: make hover detector a singleton
x, y := ebiten.CursorPosition()
scrollX, scrollY := ebiten.Wheel()
if scrollX != 0 || scrollY != 0 {
AppendInput(InputEvent{Scroll, x, y, DistanceCtx{int(scrollX), int(scrollY)}})
}
var in []rune
in = ebiten.AppendInputChars(in)
if len(in) > 0 {
AppendInput(InputEvent{Text, x, y, TextCtx{in}})
}
if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) {
AppendInput(InputEvent{Click, x, y, ClickCtx{ebiten.MouseButtonLeft}})
}
return nil
}
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