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Add input.go
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@ -32,53 +32,6 @@ func init() {
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audio.Init()
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}
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// IsKeyPressed returns a boolean indicating whether key is pressed.
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func IsKeyPressed(key Key) bool {
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return ui.IsKeyPressed(ui.Key(key))
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}
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// CursorPosition returns a position of a mouse cursor.
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func CursorPosition() (x, y int) {
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return ui.CursorPosition()
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}
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// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
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func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return ui.IsMouseButtonPressed(ui.MouseButton(mouseButton))
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}
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// GamepadAxisNum returns the number of axes of the gamepad.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func GamepadAxisNum(id int) int {
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return ui.GamepadAxisNum(id)
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}
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// GamepadAxis returns the float value [-1.0 - 1.0] of the axis.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func GamepadAxis(id int, axis int) float64 {
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return ui.GamepadAxis(id, axis)
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}
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// GamepadButtonNum returns the number of the buttons of the gamepad.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func GamepadButtonNum(id int) int {
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return ui.GamepadButtonNum(id)
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}
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// IsGamepadButtonPressed returns the boolean indicating the buttons is pressed or not.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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return ui.IsGamepadButtonPressed(id, ui.GamepadButton(button))
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}
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// NewImage returns an empty image.
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//
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// NewImage generates a new texture and a new framebuffer.
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66
input.go
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66
input.go
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@ -0,0 +1,66 @@
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// Copyright 2015 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"github.com/hajimehoshi/ebiten/internal/ui"
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)
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// IsKeyPressed returns a boolean indicating whether key is pressed.
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func IsKeyPressed(key Key) bool {
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return ui.IsKeyPressed(ui.Key(key))
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}
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// CursorPosition returns a position of a mouse cursor.
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func CursorPosition() (x, y int) {
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return ui.CursorPosition()
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}
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// IsMouseButtonPressed returns a boolean indicating whether mouseButton is pressed.
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func IsMouseButtonPressed(mouseButton MouseButton) bool {
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return ui.IsMouseButtonPressed(ui.MouseButton(mouseButton))
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}
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// GamepadAxisNum returns the number of axes of the gamepad.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func GamepadAxisNum(id int) int {
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return ui.GamepadAxisNum(id)
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}
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// GamepadAxis returns the float value [-1.0 - 1.0] of the axis.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func GamepadAxis(id int, axis int) float64 {
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return ui.GamepadAxis(id, axis)
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}
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// GamepadButtonNum returns the number of the buttons of the gamepad.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func GamepadButtonNum(id int) int {
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return ui.GamepadButtonNum(id)
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}
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// IsGamepadButtonPressed returns the boolean indicating the buttons is pressed or not.
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//
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// NOTE: Gamepad API is available only on desktops, Chrome and Firefox.
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// To use this API, browsers might require rebooting the browser.
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func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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return ui.IsGamepadButtonPressed(id, ui.GamepadButton(button))
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}
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