mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-24 18:58:54 +01:00
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 {
|
||||
//
|
||||
// TouchIDs is concurrent-safe.
|
||||
func TouchIDs() []int {
|
||||
var ids []int
|
||||
for _, t := range adjustedTouches() {
|
||||
ids = append(ids, t.ID)
|
||||
}
|
||||
return ids
|
||||
return input.Get().TouchIDs()
|
||||
}
|
||||
|
||||
// TouchPosition returns the position for the touch of the specified ID.
|
||||
@ -139,14 +135,20 @@ func TouchIDs() []int {
|
||||
//
|
||||
// TouchPosition is cuncurrent-safe.
|
||||
func TouchPosition(id int) (int, int) {
|
||||
for _, t := range adjustedTouches() {
|
||||
if t.ID == id {
|
||||
return t.X, t.Y
|
||||
found := false
|
||||
for _, i := range input.Get().TouchIDs() {
|
||||
if id == i {
|
||||
found = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
return 0, 0
|
||||
}
|
||||
|
||||
return ui.AdjustPosition(input.Get().TouchPosition(id))
|
||||
}
|
||||
|
||||
// Touch is deprecated as of 1.7.0. Use TouchPosition instead.
|
||||
type Touch interface {
|
||||
// ID returns an identifier for one stroke.
|
||||
@ -157,37 +159,29 @@ type Touch interface {
|
||||
}
|
||||
|
||||
type touch struct {
|
||||
t *input.Touch
|
||||
id int
|
||||
x int
|
||||
y int
|
||||
}
|
||||
|
||||
func (t *touch) ID() int {
|
||||
return t.t.ID
|
||||
return t.id
|
||||
}
|
||||
|
||||
func (t *touch) Position() (x, y int) {
|
||||
return t.t.X, t.t.Y
|
||||
return t.x, t.y
|
||||
}
|
||||
|
||||
// Touches is deprecated as of 1.7.0. Use TouchIDs instead.
|
||||
func Touches() []Touch {
|
||||
touches := adjustedTouches()
|
||||
var copies []Touch
|
||||
for _, t := range touches {
|
||||
copies = append(copies, &touch{t})
|
||||
var ts []Touch
|
||||
for _, id := range TouchIDs() {
|
||||
x, y := TouchPosition(id)
|
||||
ts = append(ts, &touch{
|
||||
id: id,
|
||||
x: x,
|
||||
y: y,
|
||||
})
|
||||
}
|
||||
return copies
|
||||
}
|
||||
|
||||
func adjustedTouches() []*input.Touch {
|
||||
ts := input.Get().Touches()
|
||||
adjusted := make([]*input.Touch, len(ts))
|
||||
for i, t := range ts {
|
||||
x, y := ui.AdjustPosition(t.X, t.Y)
|
||||
adjusted[i] = &input.Touch{
|
||||
ID: t.ID,
|
||||
X: x,
|
||||
Y: y,
|
||||
}
|
||||
}
|
||||
return adjusted
|
||||
return ts
|
||||
}
|
||||
|
@ -81,19 +81,31 @@ func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool
|
||||
return i.gamepads[id].buttonPressed[button]
|
||||
}
|
||||
|
||||
func (in *Input) Touches() []*Touch {
|
||||
in.m.RLock()
|
||||
defer in.m.RUnlock()
|
||||
func (i *Input) TouchIDs() []int {
|
||||
i.m.RLock()
|
||||
defer i.m.RUnlock()
|
||||
|
||||
if len(in.touches) == 0 {
|
||||
if len(i.touches) == 0 {
|
||||
return nil
|
||||
}
|
||||
|
||||
t := make([]*Touch, len(in.touches))
|
||||
for i := 0; i < len(t); i++ {
|
||||
t[i] = in.touches[i]
|
||||
var ids []int
|
||||
for _, t := range i.touches {
|
||||
ids = append(ids, t.ID)
|
||||
}
|
||||
return t
|
||||
return ids
|
||||
}
|
||||
|
||||
func (i *Input) TouchPosition(id int) (x, y int) {
|
||||
i.m.RLock()
|
||||
defer i.m.RUnlock()
|
||||
|
||||
for _, t := range i.touches {
|
||||
if id == t.ID {
|
||||
return t.X, t.Y
|
||||
}
|
||||
}
|
||||
return 0, 0
|
||||
}
|
||||
|
||||
type gamePad struct {
|
||||
|
Loading…
Reference in New Issue
Block a user