mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 03:08:54 +01:00
ui: Bug fix: IsKeyPressed might return a wrong value when only one of Shift/Ctrl/Alt keys is pressed
This commit is contained in:
parent
aa1e7e9cd6
commit
187a93d80a
@ -14,10 +14,6 @@
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package ui
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package ui
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import (
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"sync"
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)
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var currentInput = &input{}
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var currentInput = &input{}
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type Input interface {
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type Input interface {
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@ -36,38 +32,16 @@ type Touch interface {
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Position() (x, y int)
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Position() (x, y int)
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}
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}
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type input struct {
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keyPressed [256]bool
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mouseButtonPressed [256]bool
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cursorX int
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cursorY int
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gamepads [16]gamePad
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touches []touch
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m sync.RWMutex
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}
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func CurrentInput() Input {
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func CurrentInput() Input {
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return currentInput
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return currentInput
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}
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}
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func (i *input) IsKeyPressed(key Key) bool {
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i.m.RLock()
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defer i.m.RUnlock()
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return i.keyPressed[key]
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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.m.RLock()
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i.m.RLock()
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defer i.m.RUnlock()
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defer i.m.RUnlock()
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return i.cursorX, i.cursorY
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return i.cursorX, i.cursorY
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}
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}
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func (i *input) IsMouseButtonPressed(button MouseButton) bool {
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i.m.RLock()
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defer i.m.RUnlock()
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return i.mouseButtonPressed[button]
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}
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func (i *input) GamepadAxisNum(id int) int {
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func (i *input) GamepadAxisNum(id int) int {
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i.m.RLock()
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i.m.RLock()
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defer i.m.RUnlock()
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defer i.m.RUnlock()
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@ -20,9 +20,55 @@
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package ui
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package ui
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import (
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import (
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"sync"
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glfw "github.com/go-gl/glfw/v3.2/glfw"
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glfw "github.com/go-gl/glfw/v3.2/glfw"
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)
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)
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type input struct {
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keyPressed map[glfw.Key]bool
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mouseButtonPressed map[glfw.MouseButton]bool
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cursorX int
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cursorY int
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gamepads [16]gamePad
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touches []touch
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m sync.RWMutex
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}
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func (i *input) IsKeyPressed(key Key) bool {
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i.m.RLock()
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defer i.m.RUnlock()
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if i.keyPressed == nil {
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i.keyPressed = map[glfw.Key]bool{}
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}
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for gk, k := range glfwKeyCodeToKey {
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if k != key {
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continue
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}
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if i.keyPressed[gk] {
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return true
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}
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}
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return false
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}
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func (i *input) IsMouseButtonPressed(button MouseButton) bool {
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i.m.RLock()
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defer i.m.RUnlock()
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[glfw.MouseButton]bool{}
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}
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for gb, b := range glfwMouseButtonToMouseButton {
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if b != button {
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continue
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}
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if i.mouseButtonPressed[gb] {
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return true
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}
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}
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return false
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}
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var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
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var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
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glfw.MouseButtonLeft: MouseButtonLeft,
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glfw.MouseButtonLeft: MouseButtonLeft,
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glfw.MouseButtonRight: MouseButtonRight,
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glfw.MouseButtonRight: MouseButtonRight,
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@ -33,11 +79,17 @@ func (i *input) update(window *glfw.Window, scale float64) {
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i.m.Lock()
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i.m.Lock()
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defer i.m.Unlock()
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defer i.m.Unlock()
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for g, e := range glfwKeyCodeToKey {
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if i.keyPressed == nil {
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i.keyPressed[e] = window.GetKey(g) == glfw.Press
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i.keyPressed = map[glfw.Key]bool{}
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}
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}
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for g, e := range glfwMouseButtonToMouseButton {
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for gk := range glfwKeyCodeToKey {
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i.mouseButtonPressed[e] = window.GetMouseButton(g) == glfw.Press
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i.keyPressed[gk] = window.GetKey(gk) == glfw.Press
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}
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[glfw.MouseButton]bool{}
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}
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for gb := range glfwMouseButtonToMouseButton {
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i.mouseButtonPressed[gb] = window.GetMouseButton(gb) == glfw.Press
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}
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}
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x, y := window.GetCursorPos()
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x, y := window.GetCursorPos()
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i.cursorX = int(x / scale)
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i.cursorX = int(x / scale)
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@ -17,55 +17,96 @@
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package ui
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package ui
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import (
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import (
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"sync"
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"github.com/gopherjs/gopherjs/js"
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"github.com/gopherjs/gopherjs/js"
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)
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)
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func (i *input) keyDown(key int) {
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type input struct {
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i.m.Lock()
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keyPressed map[int]bool
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defer i.m.Unlock()
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mouseButtonPressed map[int]bool
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k, ok := keyCodeToKey[key]
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cursorX int
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if !ok {
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cursorY int
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return
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gamepads [16]gamePad
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}
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touches []touch
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i.keyPressed[k] = true
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m sync.RWMutex
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}
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}
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func (i *input) keyUp(key int) {
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func (i *input) IsKeyPressed(key Key) bool {
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i.m.Lock()
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i.m.RLock()
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defer i.m.Unlock()
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defer i.m.RUnlock()
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k, ok := keyCodeToKey[key]
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if i.keyPressed == nil {
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if !ok {
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i.keyPressed = map[int]bool{}
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return
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}
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}
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i.keyPressed[k] = false
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for c, k := range keyCodeToKey {
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if k != key {
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continue
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}
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if i.keyPressed[c] {
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return true
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}
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}
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return false
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}
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}
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func (i *input) mouseDown(button int) {
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var codeToMouseButton = map[int]MouseButton{
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i.m.Lock()
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0: MouseButtonLeft,
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defer i.m.Unlock()
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1: MouseButtonMiddle,
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p := &i.mouseButtonPressed
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2: MouseButtonRight,
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switch button {
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case 0:
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p[MouseButtonLeft] = true
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case 1:
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p[MouseButtonMiddle] = true
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case 2:
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p[MouseButtonRight] = true
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}
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}
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}
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func (i *input) mouseUp(button int) {
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func (i *input) IsMouseButtonPressed(button MouseButton) bool {
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i.m.RLock()
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defer i.m.RUnlock()
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[int]bool{}
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}
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for c, b := range codeToMouseButton {
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if b != button {
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continue
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}
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if i.mouseButtonPressed[c] {
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return true
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}
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}
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return false
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}
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func (i *input) keyDown(code int) {
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i.m.Lock()
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i.m.Lock()
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defer i.m.Unlock()
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defer i.m.Unlock()
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p := &i.mouseButtonPressed
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if i.keyPressed == nil {
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switch button {
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i.keyPressed = map[int]bool{}
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case 0:
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p[MouseButtonLeft] = false
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case 1:
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p[MouseButtonMiddle] = false
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case 2:
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p[MouseButtonRight] = false
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}
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}
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println(code)
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i.keyPressed[code] = true
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}
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func (i *input) keyUp(code int) {
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i.m.Lock()
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defer i.m.Unlock()
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if i.keyPressed == nil {
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i.keyPressed = map[int]bool{}
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}
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i.keyPressed[code] = false
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}
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func (i *input) mouseDown(code int) {
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i.m.Lock()
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defer i.m.Unlock()
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[int]bool{}
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}
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i.mouseButtonPressed[code] = true
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}
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func (i *input) mouseUp(code int) {
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i.m.Lock()
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defer i.m.Unlock()
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[int]bool{}
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}
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i.mouseButtonPressed[code] = false
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}
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}
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func (i *input) setMouseCursor(x, y int) {
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func (i *input) setMouseCursor(x, y int) {
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@ -16,6 +16,26 @@
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package ui
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package ui
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import (
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"sync"
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)
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type input struct {
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cursorX int
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cursorY int
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gamepads [16]gamePad
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touches []touch
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m sync.RWMutex
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}
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func (i *input) IsKeyPressed(key Key) bool {
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return false
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}
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func (i *input) IsMouseButtonPressed(key MouseButton) bool {
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return false
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}
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func (i *input) updateTouches(touches []Touch) {
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func (i *input) updateTouches(touches []Touch) {
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i.m.Lock()
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i.m.Lock()
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defer i.m.Unlock()
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defer i.m.Unlock()
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