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input: Refactoring: Make Touch a struct
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parent
853dbdf19d
commit
43ec1e7fb3
22
input.go
22
input.go
@ -128,7 +128,7 @@ func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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func TouchIDs() []int {
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var ids []int
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for _, t := range ui.AdjustedTouches() {
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ids = append(ids, t.ID())
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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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@ -140,8 +140,8 @@ func TouchIDs() []int {
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// TouchPosition is cuncurrent-safe.
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func TouchPosition(id int) (int, int) {
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for _, t := range ui.AdjustedTouches() {
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if t.ID() == id {
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return t.Position()
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if t.ID == 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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@ -156,12 +156,24 @@ type Touch interface {
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Position() (x, y int)
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}
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type touch struct {
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t *input.Touch
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}
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func (t *touch) ID() int {
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return t.t.ID
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}
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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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}
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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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touches := ui.AdjustedTouches()
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var copies []Touch
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for _, touch := range touches {
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copies = append(copies, touch)
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for _, t := range touches {
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copies = append(copies, &touch{t})
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}
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return copies
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}
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@ -105,23 +105,7 @@ type gamePad struct {
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}
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type Touch struct {
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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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func NewTouch(id int, x, y int) *Touch {
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return &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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func (t *Touch) ID() int {
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return t.id
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}
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func (t *Touch) Position() (x, y int) {
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return t.x, t.y
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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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@ -276,9 +276,9 @@ func (i *Input) updateTouches(e js.Value) {
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jj := j.Call("item", i)
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id := jj.Get("identifier").Int()
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ts[i] = &Touch{
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id: id,
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x: jj.Get("clientX").Int(),
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y: jj.Get("clientY").Int(),
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ID: id,
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X: jj.Get("clientX").Int(),
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Y: jj.Get("clientY").Int(),
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}
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}
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i.touches = ts
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@ -128,8 +128,11 @@ func appMain(a app.App) {
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s := getDeviceScale()
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x, y := float64(e.X)/s, float64(e.Y)/s
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// TODO: Is it ok to cast from int64 to int here?
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t := input.NewTouch(int(e.Sequence), int(x), int(y))
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touches[e.Sequence] = t
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touches[e.Sequence] = &input.Touch{
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ID: int(e.Sequence),
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X: int(x),
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Y: int(y),
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}
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case touch.TypeEnd:
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delete(touches, e.Sequence)
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}
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@ -356,8 +359,12 @@ 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 := currentUI.adjustPosition(t.Position())
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adjusted[i] = input.NewTouch(t.ID(), x, y)
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x, y := currentUI.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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@ -33,7 +33,11 @@ var (
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func updateTouches() {
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ts := []*input.Touch{}
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for id, position := range touches {
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ts = append(ts, input.NewTouch(id, position.x, position.y))
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ts = append(ts, &input.Touch{
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ID: id,
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X: position.x,
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Y: position.y,
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})
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}
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ui.UpdateTouches(ts)
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}
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