ebiten/internal/input/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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// +build android ios
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package input
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import (
"sync"
"github.com/hajimehoshi/ebiten/internal/driver"
)
type Input struct {
cursorX int
cursorY int
gamepads [16]gamePad
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touches map[int]pos
m sync.RWMutex
}
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func (i *Input) RuneBuffer() []rune {
return nil
}
func (i *Input) IsKeyPressed(key driver.Key) bool {
return false
}
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func (i *Input) Wheel() (xoff, yoff float64) {
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return 0, 0
}
func (i *Input) IsMouseButtonPressed(key driver.MouseButton) bool {
return false
}
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func (i *Input) SetTouches(touches []*driver.Touch) {
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i.m.Lock()
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i.touches = map[int]pos{}
for _, t := range touches {
i.touches[t.ID] = pos{
X: t.X,
Y: t.Y,
}
}
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i.m.Unlock()
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}
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func (i *Input) ResetForFrame() {
// Do nothing
}