ebiten/internal/ui/input_mobile.go

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// Copyright 2016 Hajime Hoshi
//
// 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.
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//go:build (android || ios) && !nintendosdk
package ui
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type TouchForInput struct {
ID TouchID
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// X is in device-independent pixels.
X float64
// Y is in device-independent pixels.
Y float64
}
func (u *userInterfaceImpl) updateInputState(keys map[Key]struct{}, runes []rune, touches []TouchForInput) {
u.m.Lock()
defer u.m.Unlock()
for k := range u.inputState.KeyPressed {
_, ok := keys[Key(k)]
u.inputState.KeyPressed[k] = ok
}
copy(u.inputState.Runes[:], runes)
u.inputState.RunesCount = len(runes)
for i := range u.inputState.Touches {
u.inputState.Touches[i].Valid = false
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}
for i, t := range touches {
x, y := u.context.adjustPosition(t.X, t.Y, u.DeviceScaleFactor())
u.inputState.Touches[i] = Touch{
Valid: true,
ID: t.ID,
X: int(x),
Y: int(y),
}
}
}