inpututil: fix the comments

The unit of time is ticks, not frames.

Closes #2087
This commit is contained in:
Hajime Hoshi 2022-05-06 20:40:43 +09:00
parent 7409f01b17
commit 9cfa84ddaa

View File

@ -221,7 +221,7 @@ func PressedKeys() []ebiten.Key {
} }
// IsKeyJustPressed returns a boolean value indicating // IsKeyJustPressed returns a boolean value indicating
// whether the given key is pressed just in the current frame. // whether the given key is pressed just in the current tick.
// //
// IsKeyJustPressed is concurrent safe. // IsKeyJustPressed is concurrent safe.
func IsKeyJustPressed(key ebiten.Key) bool { func IsKeyJustPressed(key ebiten.Key) bool {
@ -229,7 +229,7 @@ func IsKeyJustPressed(key ebiten.Key) bool {
} }
// IsKeyJustReleased returns a boolean value indicating // IsKeyJustReleased returns a boolean value indicating
// whether the given key is released just in the current frame. // whether the given key is released just in the current tick.
// //
// IsKeyJustReleased is concurrent safe. // IsKeyJustReleased is concurrent safe.
func IsKeyJustReleased(key ebiten.Key) bool { func IsKeyJustReleased(key ebiten.Key) bool {
@ -239,7 +239,7 @@ func IsKeyJustReleased(key ebiten.Key) bool {
return r return r
} }
// KeyPressDuration returns how long the key is pressed in frames. // KeyPressDuration returns how long the key is pressed in ticks (Update).
// //
// KeyPressDuration is concurrent safe. // KeyPressDuration is concurrent safe.
func KeyPressDuration(key ebiten.Key) int { func KeyPressDuration(key ebiten.Key) int {
@ -250,7 +250,7 @@ func KeyPressDuration(key ebiten.Key) int {
} }
// IsMouseButtonJustPressed returns a boolean value indicating // IsMouseButtonJustPressed returns a boolean value indicating
// whether the given mouse button is pressed just in the current frame. // whether the given mouse button is pressed just in the current tick.
// //
// IsMouseButtonJustPressed is concurrent safe. // IsMouseButtonJustPressed is concurrent safe.
func IsMouseButtonJustPressed(button ebiten.MouseButton) bool { func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
@ -258,7 +258,7 @@ func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
} }
// IsMouseButtonJustReleased returns a boolean value indicating // IsMouseButtonJustReleased returns a boolean value indicating
// whether the given mouse button is released just in the current frame. // whether the given mouse button is released just in the current tick.
// //
// IsMouseButtonJustReleased is concurrent safe. // IsMouseButtonJustReleased is concurrent safe.
func IsMouseButtonJustReleased(button ebiten.MouseButton) bool { func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
@ -269,7 +269,7 @@ func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
return r return r
} }
// MouseButtonPressDuration returns how long the mouse button is pressed in frames. // MouseButtonPressDuration returns how long the mouse button is pressed in ticks (Update).
// //
// MouseButtonPressDuration is concurrent safe. // MouseButtonPressDuration is concurrent safe.
func MouseButtonPressDuration(button ebiten.MouseButton) int { func MouseButtonPressDuration(button ebiten.MouseButton) int {
@ -279,7 +279,7 @@ func MouseButtonPressDuration(button ebiten.MouseButton) int {
return s return s
} }
// AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current frame to gamepadIDs, // AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current tick to gamepadIDs,
// and returns the extended buffer. // and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently. // Giving a slice that already has enough capacity works efficiently.
// //
@ -300,7 +300,7 @@ func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.Gamep
return gamepadIDs return gamepadIDs
} }
// JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current frame. // JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current tick.
// //
// Deprecated: as of v2.2. Use AppendJustConnectedGamepadIDs instead. // Deprecated: as of v2.2. Use AppendJustConnectedGamepadIDs instead.
func JustConnectedGamepadIDs() []ebiten.GamepadID { func JustConnectedGamepadIDs() []ebiten.GamepadID {
@ -308,7 +308,7 @@ func JustConnectedGamepadIDs() []ebiten.GamepadID {
} }
// IsGamepadJustDisconnected returns a boolean value indicating // IsGamepadJustDisconnected returns a boolean value indicating
// whether the gamepad of the given id is released just in the current frame. // whether the gamepad of the given id is released just in the current tick.
// //
// IsGamepadJustDisconnected is concurrent safe. // IsGamepadJustDisconnected is concurrent safe.
func IsGamepadJustDisconnected(id ebiten.GamepadID) bool { func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
@ -320,7 +320,7 @@ func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
} }
// IsGamepadButtonJustPressed returns a boolean value indicating // IsGamepadButtonJustPressed returns a boolean value indicating
// whether the given gamepad button of the gamepad id is pressed just in the current frame. // whether the given gamepad button of the gamepad id is pressed just in the current tick.
// //
// IsGamepadButtonJustPressed is concurrent safe. // IsGamepadButtonJustPressed is concurrent safe.
func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton) bool { func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
@ -328,7 +328,7 @@ func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton
} }
// IsGamepadButtonJustReleased returns a boolean value indicating // IsGamepadButtonJustReleased returns a boolean value indicating
// whether the given gamepad button of the gamepad id is released just in the current frame. // whether the given gamepad button of the gamepad id is released just in the current tick.
// //
// IsGamepadButtonJustReleased is concurrent safe. // IsGamepadButtonJustReleased is concurrent safe.
func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool { func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
@ -345,7 +345,7 @@ func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButto
return current == 0 && prev > 0 return current == 0 && prev > 0
} }
// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in frames. // GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in ticks (Update).
// //
// GamepadButtonPressDuration is concurrent safe. // GamepadButtonPressDuration is concurrent safe.
func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int { func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int {
@ -359,7 +359,7 @@ func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton
} }
// IsStandardGamepadButtonJustPressed returns a boolean value indicating // IsStandardGamepadButtonJustPressed returns a boolean value indicating
// whether the given standard gamepad button of the gamepad id is pressed just in the current frame. // whether the given standard gamepad button of the gamepad id is pressed just in the current tick.
// //
// IsStandardGamepadButtonJustPressed is concurrent safe. // IsStandardGamepadButtonJustPressed is concurrent safe.
func IsStandardGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool { func IsStandardGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool {
@ -367,7 +367,7 @@ func IsStandardGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.Stand
} }
// IsStandardGamepadButtonJustReleased returns a boolean value indicating // IsStandardGamepadButtonJustReleased returns a boolean value indicating
// whether the given standard gamepad button of the gamepad id is released just in the current frame. // whether the given standard gamepad button of the gamepad id is released just in the current tick.
// //
// IsStandardGamepadButtonJustReleased is concurrent safe. // IsStandardGamepadButtonJustReleased is concurrent safe.
func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool { func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool {
@ -385,7 +385,7 @@ func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.Stan
return current == 0 && prev > 0 return current == 0 && prev > 0
} }
// StandardGamepadButtonPressDuration returns how long the standard gamepad button of the gamepad id is pressed in frames. // StandardGamepadButtonPressDuration returns how long the standard gamepad button of the gamepad id is pressed in ticks (Update).
// //
// StandardGamepadButtonPressDuration is concurrent safe. // StandardGamepadButtonPressDuration is concurrent safe.
func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.StandardGamepadButton) int { func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.StandardGamepadButton) int {
@ -398,7 +398,7 @@ func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.Stand
return 0 return 0
} }
// AppendJustPressedTouchIDs append touch IDs that are created just in the current frame to touchIDs, // AppendJustPressedTouchIDs append touch IDs that are created just in the current tick to touchIDs,
// and returns the extended buffer. // and returns the extended buffer.
// Giving a slice that already has enough capacity works efficiently. // Giving a slice that already has enough capacity works efficiently.
// //
@ -419,7 +419,7 @@ func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
return touchIDs return touchIDs
} }
// JustPressedTouchIDs returns touch IDs that are created just in the current frame. // JustPressedTouchIDs returns touch IDs that are created just in the current tick.
// //
// Deprecated: as of v2.2. Use AppendJustPressedTouchIDs instead. // Deprecated: as of v2.2. Use AppendJustPressedTouchIDs instead.
func JustPressedTouchIDs() []ebiten.TouchID { func JustPressedTouchIDs() []ebiten.TouchID {
@ -427,7 +427,7 @@ func JustPressedTouchIDs() []ebiten.TouchID {
} }
// IsTouchJustReleased returns a boolean value indicating // IsTouchJustReleased returns a boolean value indicating
// whether the given touch is released just in the current frame. // whether the given touch is released just in the current tick.
// //
// IsTouchJustReleased is concurrent safe. // IsTouchJustReleased is concurrent safe.
func IsTouchJustReleased(id ebiten.TouchID) bool { func IsTouchJustReleased(id ebiten.TouchID) bool {
@ -437,7 +437,7 @@ func IsTouchJustReleased(id ebiten.TouchID) bool {
return r return r
} }
// TouchPressDuration returns how long the touch remains in frames. // TouchPressDuration returns how long the touch remains in ticks (Update).
// //
// TouchPressDuration is concurrent safe. // TouchPressDuration is concurrent safe.
func TouchPressDuration(id ebiten.TouchID) int { func TouchPressDuration(id ebiten.TouchID) int {