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https://github.com/hajimehoshi/ebiten.git
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ebiten: Guarantee that CursorPosition returns (0, 0) in the very initial state on desktops
This change also guarantees that CursorPosition always returns (0, 0) on mobiles.
This commit is contained in:
parent
ad3c76b6d9
commit
0246a6407e
4
input.go
4
input.go
@ -81,6 +81,10 @@ func IsKeyPressed(key Key) bool {
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// CursorPosition returns a position of a mouse cursor relative to the game screen (window). The cursor position is
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// CursorPosition returns a position of a mouse cursor relative to the game screen (window). The cursor position is
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// 'logical' position and this considers the scale of the screen.
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// 'logical' position and this considers the scale of the screen.
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//
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//
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// CursorPosition returns (0, 0) before the main loop on desktops and browsers.
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//
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// CursorPosition always returns (0, 0) on mobiles.
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//
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// CursorPosition is concurrent-safe.
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// CursorPosition is concurrent-safe.
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func CursorPosition() (x, y int) {
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func CursorPosition() (x, y int) {
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return uiDriver().Input().CursorPosition()
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return uiDriver().Input().CursorPosition()
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@ -26,8 +26,6 @@ type pos struct {
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}
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}
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type Input struct {
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type Input struct {
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cursorX int
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cursorY int
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keys map[driver.Key]struct{}
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keys map[driver.Key]struct{}
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runes []rune
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runes []rune
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touches map[driver.TouchID]pos
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touches map[driver.TouchID]pos
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@ -36,9 +34,7 @@ type Input struct {
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}
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}
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func (i *Input) CursorPosition() (x, y int) {
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func (i *Input) CursorPosition() (x, y int) {
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i.ui.m.RLock()
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return 0, 0
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defer i.ui.m.RUnlock()
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return i.ui.adjustPosition(i.cursorX, i.cursorY)
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}
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}
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func (i *Input) GamepadIDs() []driver.GamepadID {
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func (i *Input) GamepadIDs() []driver.GamepadID {
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