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// Copyright 2015 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.
package ebiten
import (
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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)
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// AppendInputChars appends "printable" runes, read from the keyboard at the time update is called, to runes,
// and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendInputChars represents the environment's locale-dependent translation of keyboard
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// input to Unicode characters.
//
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// IsKeyPressed is based on a mapping of device (US keyboard) codes to input device keys.
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// "Control" and modifier keys should be handled with IsKeyPressed.
//
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// AppendInputChars is concurrent-safe.
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//
// On Android (ebitenmobile), EbitenView must be focusable to enable to handle keyboard keys.
//
// Keyboards don't work on iOS yet (#1090).
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func AppendInputChars ( runes [ ] rune ) [ ] rune {
return uiDriver ( ) . Input ( ) . AppendInputChars ( runes )
}
// InputChars return "printable" runes read from the keyboard at the time update is called.
//
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// Deprecated: as of v2.2. Use AppendInputChars instead.
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func InputChars ( ) [ ] rune {
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return AppendInputChars ( nil )
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}
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// IsKeyPressed returns a boolean indicating whether key is pressed.
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//
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// If you want to know whether the key started being pressed in the current frame,
// use inpututil.IsKeyJustPressed
//
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// Known issue: On Edge browser, some keys don't work well:
//
// - KeyKPEnter and KeyKPEqual are recognized as KeyEnter and KeyEqual.
// - KeyPrintScreen is only treated at keyup event.
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//
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// IsKeyPressed is concurrent-safe.
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//
// On Android (ebitenmobile), EbitenView must be focusable to enable to handle keyboard keys.
//
// Keyboards don't work on iOS yet (#1090).
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func IsKeyPressed ( key Key ) bool {
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if ! key . isValid ( ) {
return false
}
var keys [ ] driver . Key
switch key {
case KeyAlt :
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keys = [ ] driver . Key { driver . KeyAltLeft , driver . KeyAltRight }
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case KeyControl :
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keys = [ ] driver . Key { driver . KeyControlLeft , driver . KeyControlRight }
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case KeyShift :
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keys = [ ] driver . Key { driver . KeyShiftLeft , driver . KeyShiftRight }
case KeyMeta :
keys = [ ] driver . Key { driver . KeyMetaLeft , driver . KeyMetaRight }
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default :
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keys = [ ] driver . Key { driver . Key ( key ) }
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}
for _ , k := range keys {
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if uiDriver ( ) . Input ( ) . IsKeyPressed ( k ) {
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return true
}
}
return false
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}
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// CursorPosition returns a position of a mouse cursor relative to the game screen (window). The cursor position is
// 'logical' position and this considers the scale of the screen.
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//
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// CursorPosition returns (0, 0) before the main loop on desktops and browsers.
//
// CursorPosition always returns (0, 0) on mobiles.
//
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// CursorPosition is concurrent-safe.
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func CursorPosition ( ) ( x , y int ) {
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return uiDriver ( ) . Input ( ) . CursorPosition ( )
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}
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// Wheel returns x and y offsets of the mouse wheel or touchpad scroll.
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// It returns 0 if the wheel isn't being rolled.
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//
// Wheel is concurrent-safe.
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func Wheel ( ) ( xoff , yoff float64 ) {
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return uiDriver ( ) . Input ( ) . Wheel ( )
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}
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// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
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//
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// If you want to know whether the mouseButton started being pressed in the current frame,
// use inpututil.IsMouseButtonJustPressed
//
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// IsMouseButtonPressed is concurrent-safe.
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func IsMouseButtonPressed ( mouseButton MouseButton ) bool {
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return uiDriver ( ) . Input ( ) . IsMouseButtonPressed ( mouseButton )
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}
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// GamepadID represents a gamepad's identifier.
type GamepadID = driver . GamepadID
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// GamepadSDLID returns a string with the GUID generated in the same way as SDL.
// To detect devices, see also the community project of gamepad devices database: https://github.com/gabomdq/SDL_GameControllerDB
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//
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// GamepadSDLID always returns an empty string on browsers and mobiles.
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//
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// GamepadSDLID is concurrent-safe.
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func GamepadSDLID ( id GamepadID ) string {
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return uiDriver ( ) . Input ( ) . GamepadSDLID ( id )
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}
// GamepadName returns a string with the name.
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// This function may vary in how it returns descriptions for the same device across platforms.
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// for example the following drivers/platforms see a Xbox One controller as the following:
//
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// - Windows: "Xbox Controller"
// - Chrome: "Xbox 360 Controller (XInput STANDARD GAMEPAD)"
// - Firefox: "xinput"
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//
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// GamepadName always returns an empty string on iOS.
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//
// GamepadName is concurrent-safe.
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func GamepadName ( id GamepadID ) string {
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return uiDriver ( ) . Input ( ) . GamepadName ( id )
}
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// AppendGamepadIDs appends available gamepad IDs to gamepadIDs, and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendGamepadIDs is concurrent-safe.
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//
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// AppendGamepadIDs doesn't append anything on iOS.
func AppendGamepadIDs ( gamepadIDs [ ] GamepadID ) [ ] GamepadID {
return uiDriver ( ) . Input ( ) . AppendGamepadIDs ( gamepadIDs )
}
// GamepadIDs returns a slice indicating available gamepad IDs.
//
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// Deprecated: as of v2.2. Use AppendGamepadIDs instead.
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func GamepadIDs ( ) [ ] GamepadID {
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return AppendGamepadIDs ( nil )
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}
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// GamepadAxisNum returns the number of axes of the gamepad (id).
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//
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// GamepadAxisNum is concurrent-safe.
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//
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// GamepadAxisNum always returns 0 on iOS.
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func GamepadAxisNum ( id GamepadID ) int {
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return uiDriver ( ) . Input ( ) . GamepadAxisNum ( id )
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}
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// GamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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//
// GamepadAxisValue is concurrent-safe.
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//
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// GamepadAxisValue always returns 0 on iOS.
func GamepadAxisValue ( id GamepadID , axis int ) float64 {
return uiDriver ( ) . Input ( ) . GamepadAxisValue ( id , axis )
}
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// GamepadAxis returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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//
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// Deprecated: as of v2.2. Use GamepadAxisValue instead.
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func GamepadAxis ( id GamepadID , axis int ) float64 {
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return GamepadAxisValue ( id , axis )
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}
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// GamepadButtonNum returns the number of the buttons of the given gamepad (id).
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//
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// GamepadButtonNum is concurrent-safe.
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//
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// GamepadButtonNum always returns 0 on iOS.
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func GamepadButtonNum ( id GamepadID ) int {
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return uiDriver ( ) . Input ( ) . GamepadButtonNum ( id )
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}
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// IsGamepadButtonPressed reports whether the given button of the gamepad (id) is pressed or not.
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//
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// If you want to know whether the given button of gamepad (id) started being pressed in the current frame,
// use inpututil.IsGamepadButtonJustPressed
//
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// IsGamepadButtonPressed is concurrent-safe.
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//
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// The relationships between physical buttons and buttion IDs depend on environments.
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// There can be differences even between Chrome and Firefox.
//
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// IsGamepadButtonPressed always returns false on iOS.
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func IsGamepadButtonPressed ( id GamepadID , button GamepadButton ) bool {
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return uiDriver ( ) . Input ( ) . IsGamepadButtonPressed ( id , button )
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}
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// StandardGamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s standard axis (axis).
//
// StandardGamepadAxisValue returns 0 when the gamepad doesn't have a standard gamepad layout mapping.
//
// StandardGamepadAxisValue is concurrent safe.
func StandardGamepadAxisValue ( id GamepadID , axis StandardGamepadAxis ) float64 {
return uiDriver ( ) . Input ( ) . StandardGamepadAxisValue ( id , axis )
}
// IsStandardGamepadButtonPressed reports whether the given gamepad (id)'s standard gamepad button (button) is pressed.
//
// IsStandardGamepadButtonPressed returns false when the gamepad doesn't have a standard gamepad layout mapping.
//
// IsStandardGamepadButtonPressed is concurrent safe.
func IsStandardGamepadButtonPressed ( id GamepadID , button StandardGamepadButton ) bool {
return uiDriver ( ) . Input ( ) . IsStandardGamepadButtonPressed ( id , button )
}
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// IsStandardGamepadLayoutAvailable reports whether the gamepad (id) has a standard gamepad layout mapping.
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//
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// IsStandardGamepadLayoutAvailable is concurrent-safe.
func IsStandardGamepadLayoutAvailable ( id GamepadID ) bool {
return uiDriver ( ) . Input ( ) . IsStandardGamepadLayoutAvailable ( id )
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}
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// UpdateStandardGamepadLayoutMappings updates the gamepad layout definitions using a set of definitions in SDL_GameControllerDB format.
//
// Multiple input definitions can be provided separated by newlines.
// In particular, it is valid to pass an entire gamecontrollerdb.txt file.
//
// Note though that Ebiten already includes its own copy of this file,
// so this call should only be necessary to add mappings for hardware not supported yet;
// ideally games using the StandardGamepad functions should allow the user to provide mappings and then call this function if provided.
// When using this facility to support new hardware, please also send a pull request to https://github.com/gabomdq/SDL_GameControllerDB to make your mapping available to everyone else.
//
// UpdateStandardGamepadLayoutMappings reports whether the mappings were applied, and returns an error in case any occurred while parsing the mappings.
//
// On platforms where gamepad mappings are not managed by Ebiten, this always returns false and nil.
//
// UpdateStandardGamepadLayoutMappings must be called on the main thread before ebiten.Run, and is concurrent-safe after ebiten.Run.
//
// Updated mappings take effect immediately even for already connected gamepads.
func UpdateStandardGamepadLayoutMappings ( mappings string ) ( bool , error ) {
return uiDriver ( ) . Input ( ) . UpdateStandardGamepadLayoutMappings ( mappings )
}
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// TouchID represents a touch's identifier.
type TouchID = driver . TouchID
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// AppendTouchIDs appends the current touch states to touches, and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently.
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//
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// If you want to know whether a touch started being pressed in the current frame,
// use inpututil.JustPressedTouchIDs
//
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// AppendTouchIDs doesn't append anything when there are no touches.
// AppendTouchIDs always does nothing on desktops.
//
// AppendTouchIDs is concurrent-safe.
func AppendTouchIDs ( touches [ ] TouchID ) [ ] TouchID {
return uiDriver ( ) . Input ( ) . AppendTouchIDs ( touches )
}
// TouchIDs returns the current touch states.
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//
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// Deperecated: as of v2.2. Use AppendTouchIDs instead.
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func TouchIDs ( ) [ ] TouchID {
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return AppendTouchIDs ( nil )
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}
// TouchPosition returns the position for the touch of the specified ID.
//
// If the touch of the specified ID is not present, TouchPosition returns (0, 0).
//
// TouchPosition is cuncurrent-safe.
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func TouchPosition ( id TouchID ) ( int , int ) {
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return uiDriver ( ) . Input ( ) . TouchPosition ( id )
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}