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https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
ui: Remove Input interface and remove locks on browsers to improve performance (#346)
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commit
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@ -14,35 +14,24 @@
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package ui
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var currentInput = &input{}
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type Input interface {
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IsKeyPressed(key Key) bool
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IsMouseButtonPressed(button MouseButton) bool
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CursorPosition() (x, y int)
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GamepadAxis(id int, axis int) float64
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GamepadAxisNum(id int) int
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GamepadButtonNum(id int) int
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IsGamepadButtonPressed(id int, button GamepadButton) bool
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Touches() []Touch
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}
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var currentInput = &Input{}
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type Touch interface {
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ID() int
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Position() (x, y int)
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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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}
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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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defer i.m.RUnlock()
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return i.cursorX, i.cursorY
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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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defer i.m.RUnlock()
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if len(i.gamepads) <= id {
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@ -51,7 +40,7 @@ func (i *input) GamepadAxisNum(id int) int {
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return i.gamepads[id].axisNum
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}
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func (i *input) GamepadAxis(id int, axis int) float64 {
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func (i *Input) GamepadAxis(id int, axis int) float64 {
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i.m.RLock()
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defer i.m.RUnlock()
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if len(i.gamepads) <= id {
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@ -60,7 +49,7 @@ func (i *input) GamepadAxis(id int, axis int) float64 {
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return i.gamepads[id].axes[axis]
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}
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func (i *input) GamepadButtonNum(id int) int {
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func (i *Input) GamepadButtonNum(id int) int {
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i.m.RLock()
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defer i.m.RUnlock()
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if len(i.gamepads) <= id {
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@ -69,7 +58,7 @@ func (i *input) GamepadButtonNum(id int) int {
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return i.gamepads[id].buttonNum
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}
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func (i *input) IsGamepadButtonPressed(id int, button GamepadButton) bool {
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func (i *Input) IsGamepadButtonPressed(id int, button GamepadButton) bool {
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i.m.RLock()
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defer i.m.RUnlock()
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if len(i.gamepads) <= id {
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@ -78,7 +67,7 @@ func (i *input) IsGamepadButtonPressed(id int, button GamepadButton) bool {
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return i.gamepads[id].buttonPressed[button]
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}
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func (in *input) Touches() []Touch {
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func (in *Input) Touches() []Touch {
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in.m.RLock()
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defer in.m.RUnlock()
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t := make([]Touch, len(in.touches))
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@ -25,7 +25,7 @@ import (
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glfw "github.com/go-gl/glfw/v3.2/glfw"
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)
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type input struct {
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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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@ -35,7 +35,7 @@ type input struct {
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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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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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@ -52,7 +52,7 @@ 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(button MouseButton) bool {
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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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@ -75,7 +75,7 @@ var glfwMouseButtonToMouseButton = map[glfw.MouseButton]MouseButton{
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glfw.MouseButtonMiddle: MouseButtonMiddle,
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}
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func (i *input) update(window *glfw.Window, scale float64) {
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func (i *Input) update(window *glfw.Window, scale float64) {
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i.m.Lock()
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defer i.m.Unlock()
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@ -17,12 +17,17 @@
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package ui
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import (
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"sync"
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"github.com/gopherjs/gopherjs/js"
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)
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type input struct {
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type mockRWLock struct{}
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func (m mockRWLock) Lock() {}
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func (m mockRWLock) Unlock() {}
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func (m mockRWLock) RLock() {}
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func (m mockRWLock) RUnlock() {}
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type Input struct {
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keyPressed map[string]bool
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keyPressedSafari map[int]bool
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mouseButtonPressed map[int]bool
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@ -30,12 +35,10 @@ type input struct {
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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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m mockRWLock
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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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func (i *Input) IsKeyPressed(key Key) bool {
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if i.keyPressed != nil {
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for _, c := range keyToCodes[key] {
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if i.keyPressed[c] {
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@ -62,9 +65,7 @@ var codeToMouseButton = map[int]MouseButton{
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2: MouseButtonRight,
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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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func (i *Input) IsMouseButtonPressed(button MouseButton) bool {
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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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@ -79,69 +80,53 @@ func (i *input) IsMouseButtonPressed(button MouseButton) bool {
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return false
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}
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func (i *input) keyDown(code string) {
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i.m.Lock()
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defer i.m.Unlock()
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func (i *Input) keyDown(code string) {
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if i.keyPressed == nil {
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i.keyPressed = map[string]bool{}
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}
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i.keyPressed[code] = true
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}
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func (i *input) keyUp(code string) {
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i.m.Lock()
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defer i.m.Unlock()
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func (i *Input) keyUp(code string) {
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if i.keyPressed == nil {
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i.keyPressed = map[string]bool{}
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}
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i.keyPressed[code] = false
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}
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func (i *input) keyDownSafari(code int) {
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i.m.Lock()
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defer i.m.Unlock()
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func (i *Input) keyDownSafari(code int) {
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if i.keyPressedSafari == nil {
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i.keyPressedSafari = map[int]bool{}
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}
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i.keyPressedSafari[code] = true
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}
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func (i *input) keyUpSafari(code int) {
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i.m.Lock()
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defer i.m.Unlock()
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func (i *Input) keyUpSafari(code int) {
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if i.keyPressedSafari == nil {
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i.keyPressedSafari = map[int]bool{}
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}
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i.keyPressedSafari[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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func (i *Input) mouseDown(code int) {
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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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func (i *Input) mouseUp(code int) {
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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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func (i *input) setMouseCursor(x, y int) {
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i.m.Lock()
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defer i.m.Unlock()
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func (i *Input) setMouseCursor(x, y int) {
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i.cursorX, i.cursorY = x, y
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}
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func (i *input) updateGamepads() {
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i.m.Lock()
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defer i.m.Unlock()
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func (i *Input) updateGamepads() {
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nav := js.Global.Get("navigator")
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if nav.Get("getGamepads") == js.Undefined {
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return
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@ -178,9 +163,7 @@ func (i *input) updateGamepads() {
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}
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}
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func (i *input) updateTouches(t []touch) {
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i.m.Lock()
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defer i.m.Unlock()
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func (i *Input) updateTouches(t []touch) {
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i.touches = make([]touch, len(t))
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copy(i.touches, t)
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}
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@ -20,7 +20,7 @@ import (
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"sync"
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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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gamepads [16]gamePad
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@ -28,15 +28,15 @@ type input struct {
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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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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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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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defer i.m.Unlock()
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ts := make([]touch, len(touches))
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