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https://github.com/hajimehoshi/ebiten.git
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parent
ecef9cab0f
commit
803e42714e
@ -35,6 +35,8 @@ type Input struct {
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mouseButtonPressed map[int]bool
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cursorX int
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cursorY int
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wheelX float64
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wheelY float64
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gamepads [16]gamePad
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touches []*Touch
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runeBuffer []rune
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@ -49,6 +51,11 @@ func (i *Input) ClearRuneBuffer() {
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i.runeBuffer = nil
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}
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func (i *Input) ResetWheelValues() {
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i.wheelX = 0
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i.wheelY = 0
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}
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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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@ -92,8 +99,7 @@ func (i *Input) IsMouseButtonPressed(button MouseButton) bool {
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}
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func (i *Input) Wheel() (xoff, yoff float64) {
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return 0, 0
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// TODO: Mouse scroll functionality is not yet implemented in js
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return i.wheelX, i.wheelY
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}
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func (i *Input) keyDown(code string) {
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@ -241,6 +247,11 @@ func OnMouseMove(e js.Value) {
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setMouseCursorFromEvent(e)
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}
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func OnWheel(e js.Value) {
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theInput.wheelX = e.Get("deltaX").Float()
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theInput.wheelY = e.Get("deltaY").Float()
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}
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func OnTouchStart(e js.Value) {
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theInput.updateTouches(e)
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}
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@ -207,8 +207,7 @@ func (u *userInterface) update(g GraphicsContext) error {
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u.updateGraphicsContext(g)
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if err := g.Update(func() {
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input.Get().ClearRuneBuffer()
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// TODO: insert ResetScrollValues() counterpart to 'ui_glfw.go' here
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// The offscreens must be updated every frame (#490).
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input.Get().ResetWheelValues()
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u.updateGraphicsContext(g)
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}); err != nil {
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return err
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@ -322,6 +321,7 @@ func init() {
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canvas.Call("addEventListener", "mousedown", js.NewEventCallback(js.PreventDefault, input.OnMouseDown))
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canvas.Call("addEventListener", "mouseup", js.NewEventCallback(js.PreventDefault, input.OnMouseUp))
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canvas.Call("addEventListener", "mousemove", js.NewEventCallback(js.PreventDefault, input.OnMouseMove))
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canvas.Call("addEventListener", "wheel", js.NewEventCallback(js.PreventDefault, input.OnWheel))
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// Touch
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canvas.Call("addEventListener", "touchstart", js.NewEventCallback(js.PreventDefault, input.OnTouchStart))
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