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OpenDiablo2/d2core/d2input/ebiten/ebiten_input.go

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// Package ebiten provides graphics and input API to develop a 2D game.
package ebiten
import (
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
2020-07-23 12:56:50 -04:00
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
)
var (
//nolint:gochecknoglobals // This is a constant in all but by name, no constant map in go
keyToEbiten = map[d2enum.Key]ebiten.Key{
d2enum.Key0: ebiten.Key0,
d2enum.Key1: ebiten.Key1,
d2enum.Key2: ebiten.Key2,
d2enum.Key3: ebiten.Key3,
d2enum.Key4: ebiten.Key4,
d2enum.Key5: ebiten.Key5,
d2enum.Key6: ebiten.Key6,
d2enum.Key7: ebiten.Key7,
d2enum.Key8: ebiten.Key8,
d2enum.Key9: ebiten.Key9,
d2enum.KeyA: ebiten.KeyA,
d2enum.KeyB: ebiten.KeyB,
d2enum.KeyC: ebiten.KeyC,
d2enum.KeyD: ebiten.KeyD,
d2enum.KeyE: ebiten.KeyE,
d2enum.KeyF: ebiten.KeyF,
d2enum.KeyG: ebiten.KeyG,
d2enum.KeyH: ebiten.KeyH,
d2enum.KeyI: ebiten.KeyI,
d2enum.KeyJ: ebiten.KeyJ,
d2enum.KeyK: ebiten.KeyK,
d2enum.KeyL: ebiten.KeyL,
d2enum.KeyM: ebiten.KeyM,
d2enum.KeyN: ebiten.KeyN,
d2enum.KeyO: ebiten.KeyO,
d2enum.KeyP: ebiten.KeyP,
d2enum.KeyQ: ebiten.KeyQ,
d2enum.KeyR: ebiten.KeyR,
d2enum.KeyS: ebiten.KeyS,
d2enum.KeyT: ebiten.KeyT,
d2enum.KeyU: ebiten.KeyU,
d2enum.KeyV: ebiten.KeyV,
d2enum.KeyW: ebiten.KeyW,
d2enum.KeyX: ebiten.KeyX,
d2enum.KeyY: ebiten.KeyY,
d2enum.KeyZ: ebiten.KeyZ,
d2enum.KeyApostrophe: ebiten.KeyApostrophe,
d2enum.KeyBackslash: ebiten.KeyBackslash,
d2enum.KeyBackspace: ebiten.KeyBackspace,
d2enum.KeyCapsLock: ebiten.KeyCapsLock,
d2enum.KeyComma: ebiten.KeyComma,
d2enum.KeyDelete: ebiten.KeyDelete,
d2enum.KeyDown: ebiten.KeyDown,
d2enum.KeyEnd: ebiten.KeyEnd,
d2enum.KeyEnter: ebiten.KeyEnter,
d2enum.KeyEqual: ebiten.KeyEqual,
d2enum.KeyEscape: ebiten.KeyEscape,
d2enum.KeyF1: ebiten.KeyF1,
d2enum.KeyF2: ebiten.KeyF2,
d2enum.KeyF3: ebiten.KeyF3,
d2enum.KeyF4: ebiten.KeyF4,
d2enum.KeyF5: ebiten.KeyF5,
d2enum.KeyF6: ebiten.KeyF6,
d2enum.KeyF7: ebiten.KeyF7,
d2enum.KeyF8: ebiten.KeyF8,
d2enum.KeyF9: ebiten.KeyF9,
d2enum.KeyF10: ebiten.KeyF10,
d2enum.KeyF11: ebiten.KeyF11,
d2enum.KeyF12: ebiten.KeyF12,
d2enum.KeyGraveAccent: ebiten.KeyGraveAccent,
d2enum.KeyHome: ebiten.KeyHome,
d2enum.KeyInsert: ebiten.KeyInsert,
d2enum.KeyKP0: ebiten.KeyKP0,
d2enum.KeyKP1: ebiten.KeyKP1,
d2enum.KeyKP2: ebiten.KeyKP2,
d2enum.KeyKP3: ebiten.KeyKP3,
d2enum.KeyKP4: ebiten.KeyKP4,
d2enum.KeyKP5: ebiten.KeyKP5,
d2enum.KeyKP6: ebiten.KeyKP6,
d2enum.KeyKP7: ebiten.KeyKP7,
d2enum.KeyKP8: ebiten.KeyKP8,
d2enum.KeyKP9: ebiten.KeyKP9,
d2enum.KeyKPAdd: ebiten.KeyKPAdd,
d2enum.KeyKPDecimal: ebiten.KeyKPDecimal,
d2enum.KeyKPDivide: ebiten.KeyKPDivide,
d2enum.KeyKPEnter: ebiten.KeyKPEnter,
d2enum.KeyKPEqual: ebiten.KeyKPEqual,
d2enum.KeyKPMultiply: ebiten.KeyKPMultiply,
d2enum.KeyKPSubtract: ebiten.KeyKPSubtract,
d2enum.KeyLeft: ebiten.KeyLeft,
d2enum.KeyLeftBracket: ebiten.KeyLeftBracket,
d2enum.KeyMenu: ebiten.KeyMenu,
d2enum.KeyMinus: ebiten.KeyMinus,
d2enum.KeyNumLock: ebiten.KeyNumLock,
d2enum.KeyPageDown: ebiten.KeyPageDown,
d2enum.KeyPageUp: ebiten.KeyPageUp,
d2enum.KeyPause: ebiten.KeyPause,
d2enum.KeyPeriod: ebiten.KeyPeriod,
d2enum.KeyPrintScreen: ebiten.KeyPrintScreen,
d2enum.KeyRight: ebiten.KeyRight,
d2enum.KeyRightBracket: ebiten.KeyRightBracket,
d2enum.KeyScrollLock: ebiten.KeyScrollLock,
d2enum.KeySemicolon: ebiten.KeySemicolon,
d2enum.KeySlash: ebiten.KeySlash,
d2enum.KeySpace: ebiten.KeySpace,
d2enum.KeyTab: ebiten.KeyTab,
d2enum.KeyUp: ebiten.KeyUp,
d2enum.KeyAlt: ebiten.KeyAlt,
d2enum.KeyControl: ebiten.KeyControl,
d2enum.KeyShift: ebiten.KeyShift,
}
//nolint:gochecknoglobals // This is a constant in all but by name, no constant map in go
mouseButtonToEbiten = map[d2enum.MouseButton]ebiten.MouseButton{
d2enum.MouseButtonLeft: ebiten.MouseButtonLeft,
d2enum.MouseButtonMiddle: ebiten.MouseButtonMiddle,
d2enum.MouseButtonRight: ebiten.MouseButtonRight,
}
)
// InputService provides an abstraction on ebiten to support handling input events
type InputService struct{}
// CursorPosition returns a position of a mouse cursor relative to the game screen (window).
func (is InputService) CursorPosition() (x, y int) {
return ebiten.CursorPosition()
}
// InputChars return "printable" runes read from the keyboard at the time update is called.
func (is InputService) InputChars() []rune {
return ebiten.InputChars()
}
// IsKeyPressed checks if the provided key is down.
func (is InputService) IsKeyPressed(key d2enum.Key) bool {
return ebiten.IsKeyPressed(keyToEbiten[key])
}
// IsKeyJustPressed checks if the provided key is just transitioned from up to down.
func (is InputService) IsKeyJustPressed(key d2enum.Key) bool {
return inpututil.IsKeyJustPressed(keyToEbiten[key])
}
// IsKeyJustReleased checks if the provided key is just transitioned from down to up.
func (is InputService) IsKeyJustReleased(key d2enum.Key) bool {
return inpututil.IsKeyJustReleased(keyToEbiten[key])
}
// IsMouseButtonPressed checks if the provided mouse button is down.
func (is InputService) IsMouseButtonPressed(button d2enum.MouseButton) bool {
return ebiten.IsMouseButtonPressed(mouseButtonToEbiten[button])
}
// IsMouseButtonJustPressed checks if the provided mouse button is just transitioned from up to down.
func (is InputService) IsMouseButtonJustPressed(button d2enum.MouseButton) bool {
return inpututil.IsMouseButtonJustPressed(mouseButtonToEbiten[button])
}
// IsMouseButtonJustReleased checks if the provided mouse button is just transitioned from down to up.
func (is InputService) IsMouseButtonJustReleased(button d2enum.MouseButton) bool {
return inpututil.IsMouseButtonJustReleased(mouseButtonToEbiten[button])
}
// KeyPressDuration returns how long the key is pressed in frames.
func (is InputService) KeyPressDuration(key d2enum.Key) int {
return inpututil.KeyPressDuration(keyToEbiten[key])
}