internal/gamepaddb: use runtime.GOOS instead of a build tag

Updates #1415
This commit is contained in:
Hajime Hoshi 2022-09-15 00:27:09 +09:00
parent 655cd4bf68
commit 619a2ee4dd
3 changed files with 1 additions and 41 deletions

View File

@ -70,7 +70,7 @@ func init() {
return
}
if isIOS {
if runtime.GOOS == "ios" {
currentPlatform = platformIOS
return
}

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@ -1,20 +0,0 @@
// Copyright 2021 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build darwin && ios
// +build darwin,ios
package gamepaddb
const isIOS = true

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@ -1,20 +0,0 @@
// Copyright 2021 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build !darwin || !ios
// +build !darwin !ios
package gamepaddb
const isIOS = false