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https://github.com/hajimehoshi/ebiten.git
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inpututil: add comments about Update
All the inpututil functions treating durations must be called Update, or users cannot get correct results. This is really a bad designed API, and we should revisit this later. Closes #2462
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@ -91,7 +91,7 @@ func (i *inputState) update() {
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defer i.m.Unlock()
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// Keyboard
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copy(i.prevKeyDurations[:], i.keyDurations[:])
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copy(i.prevKeyDurations, i.keyDurations)
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for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
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if ebiten.IsKeyPressed(k) {
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i.keyDurations[k]++
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@ -216,6 +216,8 @@ func (i *inputState) update() {
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// AppendPressedKeys append currently pressed keyboard keys to keys and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendPressedKeys must be called in a game's Update, not Draw.
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//
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// AppendPressedKeys is concurrent safe.
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func AppendPressedKeys(keys []ebiten.Key) []ebiten.Key {
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theInputState.m.RLock()
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@ -232,6 +234,8 @@ func AppendPressedKeys(keys []ebiten.Key) []ebiten.Key {
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// PressedKeys returns a set of currently pressed keyboard keys.
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//
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// PressedKeys must be called in a game's Update, not Draw.
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//
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// Deprecated: as of v2.2. Use AppendPressedKeys instead.
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func PressedKeys() []ebiten.Key {
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return AppendPressedKeys(nil)
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@ -240,6 +244,8 @@ func PressedKeys() []ebiten.Key {
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// AppendJustPressedKeys append just pressed keyboard keys to keys and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustPressedKeys must be called in a game's Update, not Draw.
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//
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// AppendJustPressedKeys is concurrent safe.
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func AppendJustPressedKeys(keys []ebiten.Key) []ebiten.Key {
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theInputState.m.RLock()
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@ -257,6 +263,8 @@ func AppendJustPressedKeys(keys []ebiten.Key) []ebiten.Key {
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// AppendJustReleasedKeys append just released keyboard keys to keys and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustReleasedKeys must be called in a game's Update, not Draw.
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//
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// AppendJustReleasedKeys is concurrent safe.
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func AppendJustReleasedKeys(keys []ebiten.Key) []ebiten.Key {
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theInputState.m.RLock()
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@ -277,6 +285,8 @@ func AppendJustReleasedKeys(keys []ebiten.Key) []ebiten.Key {
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// IsKeyJustPressed returns a boolean value indicating
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// whether the given key is pressed just in the current tick.
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//
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// IsKeyJustPressed must be called in a game's Update, not Draw.
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//
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// IsKeyJustPressed is concurrent safe.
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func IsKeyJustPressed(key ebiten.Key) bool {
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return KeyPressDuration(key) == 1
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@ -285,6 +295,8 @@ func IsKeyJustPressed(key ebiten.Key) bool {
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// IsKeyJustReleased returns a boolean value indicating
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// whether the given key is released just in the current tick.
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//
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// IsKeyJustReleased must be called in a game's Update, not Draw.
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//
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// IsKeyJustReleased is concurrent safe.
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func IsKeyJustReleased(key ebiten.Key) bool {
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theInputState.m.RLock()
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@ -295,6 +307,8 @@ func IsKeyJustReleased(key ebiten.Key) bool {
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// KeyPressDuration returns how long the key is pressed in ticks (Update).
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//
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// KeyPressDuration must be called in a game's Update, not Draw.
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//
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// KeyPressDuration is concurrent safe.
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func KeyPressDuration(key ebiten.Key) int {
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theInputState.m.RLock()
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@ -306,6 +320,8 @@ func KeyPressDuration(key ebiten.Key) int {
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// IsMouseButtonJustPressed returns a boolean value indicating
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// whether the given mouse button is pressed just in the current tick.
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//
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// IsMouseButtonJustPressed must be called in a game's Update, not Draw.
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//
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// IsMouseButtonJustPressed is concurrent safe.
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func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
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return MouseButtonPressDuration(button) == 1
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@ -314,6 +330,8 @@ func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
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// IsMouseButtonJustReleased returns a boolean value indicating
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// whether the given mouse button is released just in the current tick.
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//
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// IsMouseButtonJustReleased must be called in a game's Update, not Draw.
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//
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// IsMouseButtonJustReleased is concurrent safe.
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func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
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theInputState.m.RLock()
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@ -325,6 +343,8 @@ func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
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// MouseButtonPressDuration returns how long the mouse button is pressed in ticks (Update).
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//
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// MouseButtonPressDuration must be called in a game's Update, not Draw.
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//
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// MouseButtonPressDuration is concurrent safe.
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func MouseButtonPressDuration(button ebiten.MouseButton) int {
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theInputState.m.RLock()
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@ -337,6 +357,8 @@ func MouseButtonPressDuration(button ebiten.MouseButton) int {
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// and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustConnectedGamepadIDs must be called in a game's Update, not Draw.
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//
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// AppendJustConnectedGamepadIDs is concurrent safe.
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func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.GamepadID {
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origLen := len(gamepadIDs)
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@ -356,6 +378,8 @@ func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.Gamep
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// JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current tick.
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//
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// JustConnectedGamepadIDs must be called in a game's Update, not Draw.
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//
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// Deprecated: as of v2.2. Use AppendJustConnectedGamepadIDs instead.
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func JustConnectedGamepadIDs() []ebiten.GamepadID {
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return AppendJustConnectedGamepadIDs(nil)
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@ -364,6 +388,8 @@ func JustConnectedGamepadIDs() []ebiten.GamepadID {
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// IsGamepadJustDisconnected returns a boolean value indicating
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// whether the gamepad of the given id is released just in the current tick.
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//
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// IsGamepadJustDisconnected must be called in a game's Update, not Draw.
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//
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// IsGamepadJustDisconnected is concurrent safe.
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func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
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theInputState.m.RLock()
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@ -376,6 +402,8 @@ func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
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// AppendPressedGamepadButtons append currently pressed gamepad buttons to buttons and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendPressedGamepadButtons must be called in a game's Update, not Draw.
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//
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// AppendPressedGamepadButtons is concurrent safe.
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func AppendPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton {
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theInputState.m.RLock()
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@ -398,6 +426,8 @@ func AppendPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadBu
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// AppendJustPressedGamepadButtons append just pressed gamepad buttons to buttons and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustPressedGamepadButtons must be called in a game's Update, not Draw.
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//
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// AppendJustPressedGamepadButtons is concurrent safe.
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func AppendJustPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton {
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theInputState.m.RLock()
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@ -420,6 +450,8 @@ func AppendJustPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.Gamep
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// AppendJustReleasedGamepadButtons append just released gamepad buttons to buttons and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustReleasedGamepadButtons must be called in a game's Update, not Draw.
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//
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// AppendJustReleasedGamepadButtons is concurrent safe.
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func AppendJustReleasedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton {
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theInputState.m.RLock()
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@ -450,6 +482,8 @@ func AppendJustReleasedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.Game
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// IsGamepadButtonJustPressed returns a boolean value indicating
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// whether the given gamepad button of the gamepad id is pressed just in the current tick.
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//
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// IsGamepadButtonJustPressed must be called in a game's Update, not Draw.
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//
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// IsGamepadButtonJustPressed is concurrent safe.
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func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
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return GamepadButtonPressDuration(id, button) == 1
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@ -458,6 +492,8 @@ func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton
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// IsGamepadButtonJustReleased returns a boolean value indicating
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// whether the given gamepad button of the gamepad id is released just in the current tick.
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//
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// IsGamepadButtonJustReleased must be called in a game's Update, not Draw.
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//
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// IsGamepadButtonJustReleased is concurrent safe.
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func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
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theInputState.m.RLock()
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@ -475,6 +511,8 @@ func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButto
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// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in ticks (Update).
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//
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// GamepadButtonPressDuration must be called in a game's Update, not Draw.
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//
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// GamepadButtonPressDuration is concurrent safe.
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func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int {
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theInputState.m.RLock()
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@ -489,6 +527,8 @@ func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton
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// AppendPressedStandardGamepadButtons append currently pressed standard gamepad buttons to buttons and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendPressedStandardGamepadButtons must be called in a game's Update, not Draw.
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//
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// AppendPressedStandardGamepadButtons is concurrent safe.
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func AppendPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton {
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theInputState.m.RLock()
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@ -511,6 +551,8 @@ func AppendPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.S
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// AppendJustPressedStandardGamepadButtons append just pressed standard gamepad buttons to buttons and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustPressedStandardGamepadButtons must be called in a game's Update, not Draw.
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//
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// AppendJustPressedStandardGamepadButtons is concurrent safe.
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func AppendJustPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton {
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theInputState.m.RLock()
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@ -533,6 +575,8 @@ func AppendJustPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebit
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// AppendJustReleasedStandardGamepadButtons append just released standard gamepad buttons to buttons and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustReleasedStandardGamepadButtons must be called in a game's Update, not Draw.
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//
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// AppendJustReleasedStandardGamepadButtons is concurrent safe.
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func AppendJustReleasedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton {
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theInputState.m.RLock()
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@ -563,6 +607,8 @@ func AppendJustReleasedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebi
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// IsStandardGamepadButtonJustPressed returns a boolean value indicating
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// whether the given standard gamepad button of the gamepad id is pressed just in the current tick.
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//
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// IsStandardGamepadButtonJustPressed must be called in a game's Update, not Draw.
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//
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// IsStandardGamepadButtonJustPressed is concurrent safe.
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func IsStandardGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool {
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return StandardGamepadButtonPressDuration(id, button) == 1
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@ -571,6 +617,8 @@ func IsStandardGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.Stand
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// IsStandardGamepadButtonJustReleased returns a boolean value indicating
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// whether the given standard gamepad button of the gamepad id is released just in the current tick.
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//
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// IsStandardGamepadButtonJustReleased must be called in a game's Update, not Draw.
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//
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// IsStandardGamepadButtonJustReleased is concurrent safe.
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func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool {
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theInputState.m.RLock()
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@ -589,6 +637,8 @@ func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.Stan
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// StandardGamepadButtonPressDuration returns how long the standard gamepad button of the gamepad id is pressed in ticks (Update).
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//
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// StandardGamepadButtonPressDuration must be called in a game's Update, not Draw.
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//
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// StandardGamepadButtonPressDuration is concurrent safe.
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func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.StandardGamepadButton) int {
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theInputState.m.RLock()
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@ -604,6 +654,8 @@ func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.Stand
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// and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustPressedTouchIDs must be called in a game's Update, not Draw.
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//
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// AppendJustPressedTouchIDs is concurrent safe.
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func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
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theInputState.m.RLock()
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@ -626,6 +678,8 @@ func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
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// JustPressedTouchIDs returns touch IDs that are created just in the current tick.
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//
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// JustPressedTouchIDs must be called in a game's Update, not Draw.
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//
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// Deprecated: as of v2.2. Use AppendJustPressedTouchIDs instead.
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func JustPressedTouchIDs() []ebiten.TouchID {
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return AppendJustPressedTouchIDs(nil)
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@ -635,6 +689,8 @@ func JustPressedTouchIDs() []ebiten.TouchID {
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// and returns the extended buffer.
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// Giving a slice that already has enough capacity works efficiently.
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//
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// AppendJustReleasedTouchIDs must be called in a game's Update, not Draw.
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//
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// AppendJustReleasedTouchIDs is concurrent safe.
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func AppendJustReleasedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
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theInputState.m.RLock()
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@ -658,6 +714,8 @@ func AppendJustReleasedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
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// IsTouchJustReleased returns a boolean value indicating
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// whether the given touch is released just in the current tick.
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//
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// IsTouchJustReleased must be called in a game's Update, not Draw.
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//
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// IsTouchJustReleased is concurrent safe.
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func IsTouchJustReleased(id ebiten.TouchID) bool {
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theInputState.m.RLock()
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@ -668,6 +726,8 @@ func IsTouchJustReleased(id ebiten.TouchID) bool {
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// TouchPressDuration returns how long the touch remains in ticks (Update).
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//
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// TouchPressDuration must be called in a game's Update, not Draw.
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//
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// TouchPressDuration is concurrent safe.
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func TouchPressDuration(id ebiten.TouchID) int {
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theInputState.m.RLock()
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@ -679,6 +739,8 @@ func TouchPressDuration(id ebiten.TouchID) int {
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// TouchPositionInPreviousTick returns the position in the previous tick.
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// If the touch is a just-released touch, TouchPositionInPreviousTick returns the last position of the touch.
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//
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// TouchPositionInPreviousTick must be called in a game's Update, not Draw.
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//
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// TouchJustReleasedPosition is concurrent safe.
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func TouchPositionInPreviousTick(id ebiten.TouchID) (int, int) {
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theInputState.m.RLock()
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