inpututil: reland: refactoring: use clear

This commit is contained in:
Hajime Hoshi 2024-10-26 16:54:31 +09:00
parent 7fe50478a7
commit 812feec1d5

View File

@ -107,31 +107,23 @@ func (i *inputState) update() {
// Gamepads // Gamepads
// Copy the gamepad IDs. // Copy the gamepad IDs.
for id := range i.prevGamepadIDs { clear(i.prevGamepadIDs)
delete(i.prevGamepadIDs, id)
}
for id := range i.gamepadIDs { for id := range i.gamepadIDs {
i.prevGamepadIDs[id] = struct{}{} i.prevGamepadIDs[id] = struct{}{}
} }
// Copy the gamepad button durations. // Copy the gamepad button durations.
for id := range i.prevGamepadButtonDurations { clear(i.prevGamepadButtonDurations)
delete(i.prevGamepadButtonDurations, id)
}
for id, ds := range i.gamepadButtonDurations { for id, ds := range i.gamepadButtonDurations {
i.prevGamepadButtonDurations[id] = append([]int{}, ds...) i.prevGamepadButtonDurations[id] = append([]int{}, ds...)
} }
for id := range i.prevStandardGamepadButtonDurations { clear(i.prevStandardGamepadButtonDurations)
delete(i.prevStandardGamepadButtonDurations, id)
}
for id, ds := range i.standardGamepadButtonDurations { for id, ds := range i.standardGamepadButtonDurations {
i.prevStandardGamepadButtonDurations[id] = append([]int{}, ds...) i.prevStandardGamepadButtonDurations[id] = append([]int{}, ds...)
} }
for id := range i.gamepadIDs { clear(i.gamepadIDs)
delete(i.gamepadIDs, id)
}
i.gamepadIDsBuf = ebiten.AppendGamepadIDs(i.gamepadIDsBuf[:0]) i.gamepadIDsBuf = ebiten.AppendGamepadIDs(i.gamepadIDsBuf[:0])
for _, id := range i.gamepadIDsBuf { for _, id := range i.gamepadIDsBuf {
i.gamepadIDs[id] = struct{}{} i.gamepadIDs[id] = struct{}{}
@ -172,22 +164,16 @@ func (i *inputState) update() {
// Touches // Touches
// Copy the touch durations and positions. // Copy the touch durations and positions.
for id := range i.prevTouchDurations { clear(i.prevTouchPositions)
delete(i.prevTouchDurations, id)
}
for id := range i.touchDurations { for id := range i.touchDurations {
i.prevTouchDurations[id] = i.touchDurations[id] i.prevTouchDurations[id] = i.touchDurations[id]
} }
for id := range i.prevTouchPositions { clear(i.prevTouchPositions)
delete(i.prevTouchPositions, id)
}
for id := range i.touchPositions { for id := range i.touchPositions {
i.prevTouchPositions[id] = i.touchPositions[id] i.prevTouchPositions[id] = i.touchPositions[id]
} }
for id := range i.touchIDs { clear(i.touchIDs)
delete(i.touchIDs, id)
}
i.touchIDsBuf = ebiten.AppendTouchIDs(i.touchIDsBuf[:0]) i.touchIDsBuf = ebiten.AppendTouchIDs(i.touchIDsBuf[:0])
for _, id := range i.touchIDsBuf { for _, id := range i.touchIDsBuf {
i.touchIDs[id] = struct{}{} i.touchIDs[id] = struct{}{}