// Copyright 2025 The Ebitengine Authors // // 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. // Package inputstate provides APIs to access the input state for the current tick. // This package is for the ebiten package and the inpututil package. package inputstate import ( "io/fs" "sync" "github.com/hajimehoshi/ebiten/v2/internal/ui" ) var ( theInputState inputState ) type inputState struct { state ui.InputState m sync.Mutex } func Get() *inputState { return &theInputState } func (i *inputState) Update(fn func(*ui.InputState)) { i.m.Lock() defer i.m.Unlock() fn(&i.state) } func (i *inputState) AppendInputChars(runes []rune) []rune { i.m.Lock() defer i.m.Unlock() return append(runes, i.state.Runes...) } func (i *inputState) IsKeyPressed(key ui.Key) bool { i.m.Lock() defer i.m.Unlock() return i.state.IsKeyPressed(key, ui.Get().Tick()) } func (i *inputState) IsKeyJustPressed(key ui.Key) bool { i.m.Lock() defer i.m.Unlock() return i.state.IsKeyJustPressed(key, ui.Get().Tick()) } func (i *inputState) IsKeyJustReleased(key ui.Key) bool { i.m.Lock() defer i.m.Unlock() return i.state.IsKeyJustReleased(key, ui.Get().Tick()) } func (i *inputState) KeyPressDuration(key ui.Key) int64 { i.m.Lock() defer i.m.Unlock() return i.state.KeyPressDuration(key, ui.Get().Tick()) } func AppendPressedKeys[T ~int](keys []T) []T { theInputState.m.Lock() defer theInputState.m.Unlock() tick := ui.Get().Tick() for k := ui.Key(0); k <= ui.KeyMax; k++ { if !theInputState.state.IsKeyPressed(k, tick) { continue } keys = append(keys, T(k)) } return keys } func AppendJustPressedKeys[T ~int](keys []T) []T { theInputState.m.Lock() defer theInputState.m.Unlock() tick := ui.Get().Tick() for k := ui.Key(0); k <= ui.KeyMax; k++ { if !theInputState.state.IsKeyJustPressed(k, tick) { continue } keys = append(keys, T(k)) } return keys } func AppendJustReleasedKeys[T ~int](keys []T) []T { theInputState.m.Lock() defer theInputState.m.Unlock() tick := ui.Get().Tick() for k := ui.Key(0); k <= ui.KeyMax; k++ { if !theInputState.state.IsKeyJustReleased(k, tick) { continue } keys = append(keys, T(k)) } return keys } func (i *inputState) IsMouseButtonPressed(mouseButton ui.MouseButton) bool { i.m.Lock() defer i.m.Unlock() return i.state.IsMouseButtonPressed(mouseButton, ui.Get().Tick()) } func (i *inputState) IsMouseButtonJustPressed(mouseButton ui.MouseButton) bool { i.m.Lock() defer i.m.Unlock() return i.state.IsMouseButtonJustPressed(mouseButton, ui.Get().Tick()) } func (i *inputState) IsMouseButtonJustReleased(mouseButton ui.MouseButton) bool { i.m.Lock() defer i.m.Unlock() return i.state.IsMouseButtonJustReleased(mouseButton, ui.Get().Tick()) } func (i *inputState) MouseButtonPressDuration(mouseButton ui.MouseButton) int64 { i.m.Lock() defer i.m.Unlock() return i.state.MouseButtonPressDuration(mouseButton, ui.Get().Tick()) } func (i *inputState) CursorPosition() (float64, float64) { i.m.Lock() defer i.m.Unlock() return i.state.CursorX, i.state.CursorY } func (i *inputState) Wheel() (float64, float64) { i.m.Lock() defer i.m.Unlock() return i.state.WheelX, i.state.WheelY } func AppendTouchIDs[T ~int](touches []T) []T { theInputState.m.Lock() defer theInputState.m.Unlock() for _, t := range theInputState.state.Touches { touches = append(touches, T(t.ID)) } return touches } func (i *inputState) TouchPosition(id ui.TouchID) (int, int) { i.m.Lock() defer i.m.Unlock() for _, t := range i.state.Touches { if id != ui.TouchID(t.ID) { continue } return t.X, t.Y } return 0, 0 } func (i *inputState) WindowBeingClosed() bool { i.m.Lock() defer i.m.Unlock() return i.state.WindowBeingClosed } func (i *inputState) DroppedFiles() fs.FS { i.m.Lock() defer i.m.Unlock() return i.state.DroppedFiles }