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input.go
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package pearl
import (
"github.com/hajimehoshi/ebiten/v2"
)
var (
keys [110]bool
keysLast [110]bool
mouseButtons [3]bool
mouseButtonsLast [3]bool
)
func updateInput() {
keysLast = keys
for i := 0; i < len(keys); i++ {
keys[i] = ebiten.IsKeyPressed(ebiten.Key(i))
}
mouseButtonsLast = mouseButtons
for i := 0; i < len(mouseButtons); i++ {
mouseButtons[i] = ebiten.IsMouseButtonPressed(ebiten.MouseButton(i))
}
}
// Returns true or false when key is being held
func KeyPressed(key ebiten.Key) bool {
return keys[int(key)]
}
// Returns true or false if key was just pressed this frame
func KeyJustPressed(key ebiten.Key) bool {
return keys[int(key)] && !keysLast[int(key)]
}
// Returns true or false if key was just released this frame
func KeyJustReleased(key ebiten.Key) bool {
return !keys[int(key)] && keysLast[int(key)]
}
// Returns true or false when mouse button is being held
func MouseButtonPressed(button ebiten.MouseButton) bool {
return mouseButtons[int(button)]
}
// Returns true or false if mouse button was just pressed this frame
func MouseButtonJustPressed(button ebiten.MouseButton) bool {
return mouseButtons[int(button)] && !mouseButtonsLast[int(button)]
}
// Returns true or false if mouse button was just released this frame
func MouseButtonJustReleased(button ebiten.MouseButton) bool {
return !mouseButtons[int(button)] && mouseButtonsLast[int(button)]
}
// Get mouse position as Vector2
func GetMousePosition() Vector2 {
x, y := ebiten.CursorPosition()
return Vector2 { float64(x), float64(y) }
}
// Returns an integer and is -1 if one of the negative keys specified is pressed, and returns 1 if any of the positive keys specified is pressed. Returns 0 if both or none are pressed.
func GetInputAxis(negative, positive []ebiten.Key) int {
result := 0
for _, key := range negative {
if KeyPressed(key) {
result -= 1
break
}
}
for _, key := range positive {
if KeyPressed(key) {
result += 1
break
}
}
return result
}