freego/input.go

207 lines
3.9 KiB
Go

package main
import (
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
// Dir represents a direction.
type Dir int
// represents the valid directions
const (
DirUp Dir = iota
DirRight
DirDown
DirLeft
)
type mouseState int
const (
mouseStateNone mouseState = iota
mouseStatePressing
mouseStateSettled
)
type touchState int
const (
touchStateNone touchState = iota
touchStatePressing
touchStateSettled
touchStateInvalid
)
// String returns a string representing the direction.
func (d Dir) String() string {
switch d {
case DirUp:
return "Up"
case DirRight:
return "Right"
case DirDown:
return "Down"
case DirLeft:
return "Left"
}
panic("not reach")
}
// Vector returns a [-1, 1] value for each axis.
func (d Dir) Vector() (x, y int) {
switch d {
case DirUp:
return 0, -1
case DirRight:
return 1, 0
case DirDown:
return 0, 1
case DirLeft:
return -1, 0
}
panic("not reach")
}
// Input represents the current key states.
type Input struct {
mouseState mouseState
mouseInitPosX int
mouseInitPosY int
mouseDir Dir
touches []ebiten.TouchID
touchState touchState
touchID ebiten.TouchID
touchInitPosX int
touchInitPosY int
touchLastPosX int
touchLastPosY int
touchDir Dir
}
// NewInput generates a new Input object.
func NewInput() *Input {
return &Input{}
}
func abs(x int) int {
if x < 0 {
return -x
}
return x
}
func vecToDir(dx, dy int) (Dir, bool) {
if abs(dx) < 4 && abs(dy) < 4 {
return 0, false
}
if abs(dx) < abs(dy) {
if dy < 0 {
return DirUp, true
}
return DirDown, true
}
if dx < 0 {
return DirLeft, true
}
return DirRight, true
}
// Update updates the current input states.
func (i *Input) Update() {
switch i.mouseState {
case mouseStateNone:
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
x, y := ebiten.CursorPosition()
i.mouseInitPosX = x
i.mouseInitPosY = y
i.mouseState = mouseStatePressing
}
case mouseStatePressing:
if !ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
x, y := ebiten.CursorPosition()
dx := x - i.mouseInitPosX
dy := y - i.mouseInitPosY
d, ok := vecToDir(dx, dy)
if !ok {
i.mouseState = mouseStateNone
break
}
i.mouseDir = d
i.mouseState = mouseStateSettled
}
case mouseStateSettled:
i.mouseState = mouseStateNone
}
i.touches = ebiten.AppendTouchIDs(i.touches[:0])
switch i.touchState {
case touchStateNone:
if len(i.touches) == 1 {
i.touchID = i.touches[0]
x, y := ebiten.TouchPosition(i.touches[0])
i.touchInitPosX = x
i.touchInitPosY = y
i.touchLastPosX = x
i.touchLastPosX = y
i.touchState = touchStatePressing
}
case touchStatePressing:
if len(i.touches) >= 2 {
break
}
if len(i.touches) == 1 {
if i.touches[0] != i.touchID {
i.touchState = touchStateInvalid
} else {
x, y := ebiten.TouchPosition(i.touches[0])
i.touchLastPosX = x
i.touchLastPosY = y
}
break
}
if len(i.touches) == 0 {
dx := i.touchLastPosX - i.touchInitPosX
dy := i.touchLastPosY - i.touchInitPosY
d, ok := vecToDir(dx, dy)
if !ok {
i.touchState = touchStateNone
break
}
i.touchDir = d
i.touchState = touchStateSettled
}
case touchStateSettled:
i.touchState = touchStateNone
case touchStateInvalid:
if len(i.touches) == 0 {
i.touchState = touchStateNone
}
}
}
// Dir returns a currently pressed direction.
// Dir returns false if no direction key is pressed.
func (i *Input) Dir() (Dir, bool) {
if inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) {
return DirUp, true
}
if inpututil.IsKeyJustPressed(ebiten.KeyArrowLeft) {
return DirLeft, true
}
if inpututil.IsKeyJustPressed(ebiten.KeyArrowRight) {
return DirRight, true
}
if inpututil.IsKeyJustPressed(ebiten.KeyArrowDown) {
return DirDown, true
}
if i.mouseState == mouseStateSettled {
return i.mouseDir, true
}
if i.touchState == touchStateSettled {
return i.touchDir, true
}
return 0, false
}