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https://github.com/hajimehoshi/ebiten.git
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uidriver/glfw: Replace thread usages with mutex usages for performance
Updates #1358
This commit is contained in:
parent
14070ee153
commit
91b01ff83d
@ -59,27 +59,25 @@ func (i *Input) CursorPosition() (x, y int) {
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if !i.ui.isRunning() {
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return 0, 0
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}
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var cx, cy int
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_ = i.ui.t.Call(func() error {
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cx, cy = i.cursorX, i.cursorY
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return nil
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})
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return cx, cy
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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return i.cursorX, i.cursorY
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}
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func (i *Input) GamepadIDs() []driver.GamepadID {
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if !i.ui.isRunning() {
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return nil
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}
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var r []driver.GamepadID
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_ = i.ui.t.Call(func() error {
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for id, g := range i.gamepads {
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if g.valid {
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r = append(r, driver.GamepadID(id))
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for id, g := range i.gamepads {
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if g.valid {
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r = append(r, driver.GamepadID(id))
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}
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return nil
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})
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}
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return r
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}
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@ -87,106 +85,94 @@ func (i *Input) GamepadSDLID(id driver.GamepadID) string {
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if !i.ui.isRunning() {
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return ""
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}
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var r string
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_ = i.ui.t.Call(func() error {
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if len(i.gamepads) <= int(id) {
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return nil
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}
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r = i.gamepads[id].guid
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return nil
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})
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return r
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return ""
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}
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return i.gamepads[id].guid
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}
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func (i *Input) GamepadName(id driver.GamepadID) string {
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if !i.ui.isRunning() {
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return ""
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}
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var r string
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_ = i.ui.t.Call(func() error {
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if len(i.gamepads) <= int(id) {
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return nil
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}
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r = i.gamepads[id].name
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return nil
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})
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return r
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return ""
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}
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return i.gamepads[id].name
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}
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func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
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if !i.ui.isRunning() {
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return 0
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}
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var r int
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_ = i.ui.t.Call(func() error {
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if len(i.gamepads) <= int(id) {
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return nil
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}
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r = i.gamepads[id].axisNum
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return nil
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})
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return r
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return 0
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}
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return i.gamepads[id].axisNum
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}
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func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 {
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if !i.ui.isRunning() {
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return 0
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}
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var r float64
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_ = i.ui.t.Call(func() error {
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if len(i.gamepads) <= int(id) {
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return nil
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}
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r = i.gamepads[id].axes[axis]
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return nil
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})
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return r
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return 0
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}
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return i.gamepads[id].axes[axis]
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}
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func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
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if !i.ui.isRunning() {
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return 0
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}
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var r int
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_ = i.ui.t.Call(func() error {
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if len(i.gamepads) <= int(id) {
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return nil
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}
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r = i.gamepads[id].buttonNum
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return nil
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})
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return r
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return 0
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}
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return i.gamepads[id].buttonNum
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}
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func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
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if !i.ui.isRunning() {
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return false
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}
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var r bool
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_ = i.ui.t.Call(func() error {
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if len(i.gamepads) <= int(id) {
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return nil
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}
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r = i.gamepads[id].buttonPressed[button]
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return nil
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})
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return r
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.gamepads) <= int(id) {
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return false
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}
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return i.gamepads[id].buttonPressed[button]
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}
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func (i *Input) TouchIDs() []driver.TouchID {
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if !i.ui.isRunning() {
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return nil
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}
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var ids []driver.TouchID
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_ = i.ui.t.Call(func() error {
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if len(i.touches) == 0 {
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return nil
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}
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for id := range i.touches {
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ids = append(ids, id)
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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if len(i.touches) == 0 {
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return nil
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})
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}
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for id := range i.touches {
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ids = append(ids, id)
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}
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return ids
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}
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@ -194,99 +180,83 @@ func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
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if !i.ui.isRunning() {
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return 0, 0
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}
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var found bool
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var p pos
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_ = i.ui.t.Call(func() error {
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for tid, pos := range i.touches {
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if id == tid {
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p = pos
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found = true
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break
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}
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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for tid, pos := range i.touches {
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if id == tid {
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return pos.X, pos.Y
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}
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return nil
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})
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if !found {
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return 0, 0
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}
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return p.X, p.Y
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return 0, 0
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}
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func (i *Input) RuneBuffer() []rune {
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if !i.ui.isRunning() {
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return nil
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}
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var r []rune
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_ = i.ui.t.Call(func() error {
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r = make([]rune, len(i.runeBuffer))
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copy(r, i.runeBuffer)
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return nil
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})
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return r
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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rs := make([]rune, len(i.runeBuffer))
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copy(rs, i.runeBuffer)
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return rs
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}
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func (i *Input) resetForFrame() {
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if !i.ui.isRunning() {
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return
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}
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_ = i.ui.t.Call(func() error {
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i.runeBuffer = i.runeBuffer[:0]
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i.scrollX, i.scrollY = 0, 0
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return nil
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})
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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i.runeBuffer = i.runeBuffer[:0]
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i.scrollX, i.scrollY = 0, 0
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}
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func (i *Input) IsKeyPressed(key driver.Key) bool {
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if !i.ui.isRunning() {
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return false
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}
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var r bool
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_ = i.ui.t.Call(func() error {
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if i.keyPressed == nil {
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i.keyPressed = map[glfw.Key]bool{}
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}
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gk, ok := driverKeyToGLFWKey[key]
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if ok && i.keyPressed[gk] {
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r = true
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return nil
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}
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return nil
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})
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return r
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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if i.keyPressed == nil {
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i.keyPressed = map[glfw.Key]bool{}
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}
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gk, ok := driverKeyToGLFWKey[key]
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return ok && i.keyPressed[gk]
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}
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func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
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if !i.ui.isRunning() {
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return false
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}
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var r bool
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_ = i.ui.t.Call(func() error {
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[glfw.MouseButton]bool{}
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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if i.mouseButtonPressed == nil {
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i.mouseButtonPressed = map[glfw.MouseButton]bool{}
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}
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for gb, b := range glfwMouseButtonToMouseButton {
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if b != button {
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continue
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}
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for gb, b := range glfwMouseButtonToMouseButton {
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if b != button {
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continue
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}
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if i.mouseButtonPressed[gb] {
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r = true
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return nil
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}
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if i.mouseButtonPressed[gb] {
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return true
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}
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return nil
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})
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return r
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}
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return false
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}
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func (i *Input) Wheel() (xoff, yoff float64) {
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if !i.ui.isRunning() {
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return 0, 0
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}
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_ = i.ui.t.Call(func() error {
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xoff, yoff = i.scrollX, i.scrollY
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return nil
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})
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return
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i.ui.m.RLock()
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defer i.ui.m.RUnlock()
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return i.scrollX, i.scrollY
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}
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var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{
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@ -295,28 +265,23 @@ var glfwMouseButtonToMouseButton = map[glfw.MouseButton]driver.MouseButton{
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glfw.MouseButtonMiddle: driver.MouseButtonMiddle,
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}
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func (i *Input) appendRuneBuffer(char rune) {
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// As this function is called from GLFW callbacks, the current thread is main.
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if !unicode.IsPrint(char) {
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return
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}
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i.runeBuffer = append(i.runeBuffer, char)
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}
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func (i *Input) setWheel(xoff, yoff float64) {
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// As this function is called from GLFW callbacks, the current thread is main.
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i.scrollX = xoff
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i.scrollY = yoff
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}
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// update must be called from the main thread.
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func (i *Input) update(window *glfw.Window, context driver.UIContext) {
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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i.onceCallback.Do(func() {
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window.SetCharModsCallback(func(w *glfw.Window, char rune, mods glfw.ModifierKey) {
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i.appendRuneBuffer(char)
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// As this function is called from GLFW callbacks, the current thread is main.
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if !unicode.IsPrint(char) {
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return
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}
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i.runeBuffer = append(i.runeBuffer, char)
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})
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window.SetScrollCallback(func(w *glfw.Window, xoff float64, yoff float64) {
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i.setWheel(xoff, yoff)
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// As this function is called from GLFW callbacks, the current thread is main.
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i.scrollX = xoff
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i.scrollY = yoff
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})
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})
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if i.keyPressed == nil {
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