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input: Replace Touches with TouchIDs and TouchPosition
This commit is contained in:
parent
0536efd95f
commit
06219db2cc
54
input.go
54
input.go
@ -126,11 +126,7 @@ func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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//
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//
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// TouchIDs is concurrent-safe.
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// TouchIDs is concurrent-safe.
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func TouchIDs() []int {
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func TouchIDs() []int {
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var ids []int
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return input.Get().TouchIDs()
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for _, t := range adjustedTouches() {
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ids = append(ids, t.ID)
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}
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return ids
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}
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}
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// TouchPosition returns the position for the touch of the specified ID.
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// TouchPosition returns the position for the touch of the specified ID.
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@ -139,12 +135,18 @@ func TouchIDs() []int {
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//
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//
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// TouchPosition is cuncurrent-safe.
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// TouchPosition is cuncurrent-safe.
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func TouchPosition(id int) (int, int) {
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func TouchPosition(id int) (int, int) {
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for _, t := range adjustedTouches() {
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found := false
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if t.ID == id {
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for _, i := range input.Get().TouchIDs() {
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return t.X, t.Y
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if id == i {
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found = true
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break
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}
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}
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}
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}
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if !found {
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return 0, 0
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return 0, 0
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}
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return ui.AdjustPosition(input.Get().TouchPosition(id))
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}
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}
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// Touch is deprecated as of 1.7.0. Use TouchPosition instead.
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// Touch is deprecated as of 1.7.0. Use TouchPosition instead.
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@ -157,37 +159,29 @@ type Touch interface {
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}
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}
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type touch struct {
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type touch struct {
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t *input.Touch
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id int
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x int
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y int
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}
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}
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func (t *touch) ID() int {
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func (t *touch) ID() int {
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return t.t.ID
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return t.id
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}
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}
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func (t *touch) Position() (x, y int) {
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func (t *touch) Position() (x, y int) {
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return t.t.X, t.t.Y
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return t.x, t.y
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}
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}
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// Touches is deprecated as of 1.7.0. Use TouchIDs instead.
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// Touches is deprecated as of 1.7.0. Use TouchIDs instead.
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func Touches() []Touch {
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func Touches() []Touch {
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touches := adjustedTouches()
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var ts []Touch
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var copies []Touch
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for _, id := range TouchIDs() {
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for _, t := range touches {
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x, y := TouchPosition(id)
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copies = append(copies, &touch{t})
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ts = append(ts, &touch{
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id: id,
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x: x,
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y: y,
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})
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}
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}
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return copies
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return ts
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}
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func adjustedTouches() []*input.Touch {
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ts := input.Get().Touches()
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adjusted := make([]*input.Touch, len(ts))
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for i, t := range ts {
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x, y := ui.AdjustPosition(t.X, t.Y)
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adjusted[i] = &input.Touch{
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ID: t.ID,
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X: x,
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Y: y,
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}
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}
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return adjusted
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}
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}
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@ -81,19 +81,31 @@ func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool
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return i.gamepads[id].buttonPressed[button]
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return i.gamepads[id].buttonPressed[button]
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}
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}
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func (in *Input) Touches() []*Touch {
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func (i *Input) TouchIDs() []int {
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in.m.RLock()
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i.m.RLock()
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defer in.m.RUnlock()
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defer i.m.RUnlock()
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if len(in.touches) == 0 {
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if len(i.touches) == 0 {
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return nil
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return nil
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}
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}
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t := make([]*Touch, len(in.touches))
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var ids []int
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for i := 0; i < len(t); i++ {
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for _, t := range i.touches {
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t[i] = in.touches[i]
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ids = append(ids, t.ID)
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}
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}
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return t
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return ids
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}
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func (i *Input) TouchPosition(id int) (x, y int) {
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i.m.RLock()
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defer i.m.RUnlock()
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for _, t := range i.touches {
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if id == t.ID {
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return t.X, t.Y
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}
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}
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return 0, 0
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}
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}
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type gamePad struct {
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type gamePad struct {
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