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inpututil: fix the comments
The unit of time is ticks, not frames. Closes #2087
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7409f01b17
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@ -221,7 +221,7 @@ func PressedKeys() []ebiten.Key {
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}
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}
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// IsKeyJustPressed returns a boolean value indicating
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// IsKeyJustPressed returns a boolean value indicating
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// whether the given key is pressed just in the current frame.
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// whether the given key is pressed just in the current tick.
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//
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//
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// IsKeyJustPressed is concurrent safe.
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// IsKeyJustPressed is concurrent safe.
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func IsKeyJustPressed(key ebiten.Key) bool {
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func IsKeyJustPressed(key ebiten.Key) bool {
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@ -229,7 +229,7 @@ func IsKeyJustPressed(key ebiten.Key) bool {
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}
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}
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// IsKeyJustReleased returns a boolean value indicating
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// IsKeyJustReleased returns a boolean value indicating
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// whether the given key is released just in the current frame.
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// whether the given key is released just in the current tick.
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//
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//
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// IsKeyJustReleased is concurrent safe.
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// IsKeyJustReleased is concurrent safe.
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func IsKeyJustReleased(key ebiten.Key) bool {
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func IsKeyJustReleased(key ebiten.Key) bool {
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@ -239,7 +239,7 @@ func IsKeyJustReleased(key ebiten.Key) bool {
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return r
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return r
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}
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}
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// KeyPressDuration returns how long the key is pressed in frames.
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// KeyPressDuration returns how long the key is pressed in ticks (Update).
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//
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//
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// KeyPressDuration is concurrent safe.
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// KeyPressDuration is concurrent safe.
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func KeyPressDuration(key ebiten.Key) int {
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func KeyPressDuration(key ebiten.Key) int {
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@ -250,7 +250,7 @@ func KeyPressDuration(key ebiten.Key) int {
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}
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}
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// IsMouseButtonJustPressed returns a boolean value indicating
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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 frame.
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// whether the given mouse button is pressed just in the current tick.
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//
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//
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// IsMouseButtonJustPressed is concurrent safe.
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// IsMouseButtonJustPressed is concurrent safe.
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func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
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func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
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@ -258,7 +258,7 @@ func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
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}
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}
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// IsMouseButtonJustReleased returns a boolean value indicating
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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 frame.
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// whether the given mouse button is released just in the current tick.
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//
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//
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// IsMouseButtonJustReleased is concurrent safe.
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// IsMouseButtonJustReleased is concurrent safe.
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func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
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func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
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@ -269,7 +269,7 @@ func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
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return r
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return r
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}
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}
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// MouseButtonPressDuration returns how long the mouse button is pressed in frames.
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// MouseButtonPressDuration returns how long the mouse button is pressed in ticks (Update).
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//
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//
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// MouseButtonPressDuration is concurrent safe.
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// MouseButtonPressDuration is concurrent safe.
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func MouseButtonPressDuration(button ebiten.MouseButton) int {
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func MouseButtonPressDuration(button ebiten.MouseButton) int {
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@ -279,7 +279,7 @@ func MouseButtonPressDuration(button ebiten.MouseButton) int {
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return s
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return s
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}
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}
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// AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current frame to gamepadIDs,
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// AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current tick to gamepadIDs,
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// and returns the extended buffer.
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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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// Giving a slice that already has enough capacity works efficiently.
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//
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//
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@ -300,7 +300,7 @@ func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.Gamep
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return gamepadIDs
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return gamepadIDs
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}
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}
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// JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current frame.
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// JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current tick.
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//
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//
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// Deprecated: as of v2.2. Use AppendJustConnectedGamepadIDs instead.
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// Deprecated: as of v2.2. Use AppendJustConnectedGamepadIDs instead.
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func JustConnectedGamepadIDs() []ebiten.GamepadID {
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func JustConnectedGamepadIDs() []ebiten.GamepadID {
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@ -308,7 +308,7 @@ func JustConnectedGamepadIDs() []ebiten.GamepadID {
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}
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}
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// IsGamepadJustDisconnected returns a boolean value indicating
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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 frame.
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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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//
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// IsGamepadJustDisconnected is concurrent safe.
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// IsGamepadJustDisconnected is concurrent safe.
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func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
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func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
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@ -320,7 +320,7 @@ func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
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}
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}
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// IsGamepadButtonJustPressed returns a boolean value indicating
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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 frame.
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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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//
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// IsGamepadButtonJustPressed is concurrent safe.
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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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func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
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@ -328,7 +328,7 @@ func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton
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}
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}
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// IsGamepadButtonJustReleased returns a boolean value indicating
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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 frame.
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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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//
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// IsGamepadButtonJustReleased is concurrent safe.
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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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func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
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@ -345,7 +345,7 @@ func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButto
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return current == 0 && prev > 0
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return current == 0 && prev > 0
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}
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}
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// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in frames.
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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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//
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// GamepadButtonPressDuration is concurrent safe.
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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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func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int {
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@ -359,7 +359,7 @@ func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton
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}
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}
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// IsStandardGamepadButtonJustPressed returns a boolean value indicating
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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 frame.
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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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//
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// IsStandardGamepadButtonJustPressed is concurrent safe.
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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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func IsStandardGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool {
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@ -367,7 +367,7 @@ func IsStandardGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.Stand
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}
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}
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// IsStandardGamepadButtonJustReleased returns a boolean value indicating
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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 frame.
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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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//
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// IsStandardGamepadButtonJustReleased is concurrent safe.
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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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func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool {
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@ -385,7 +385,7 @@ func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.Stan
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return current == 0 && prev > 0
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return current == 0 && prev > 0
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}
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}
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// StandardGamepadButtonPressDuration returns how long the standard gamepad button of the gamepad id is pressed in frames.
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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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//
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// StandardGamepadButtonPressDuration is concurrent safe.
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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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func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.StandardGamepadButton) int {
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@ -398,7 +398,7 @@ func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.Stand
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return 0
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return 0
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}
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}
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// AppendJustPressedTouchIDs append touch IDs that are created just in the current frame to touchIDs,
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// AppendJustPressedTouchIDs append touch IDs that are created just in the current tick to touchIDs,
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// and returns the extended buffer.
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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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// Giving a slice that already has enough capacity works efficiently.
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//
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//
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@ -419,7 +419,7 @@ func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
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return touchIDs
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return touchIDs
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}
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}
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// JustPressedTouchIDs returns touch IDs that are created just in the current frame.
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// JustPressedTouchIDs returns touch IDs that are created just in the current tick.
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//
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//
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// Deprecated: as of v2.2. Use AppendJustPressedTouchIDs instead.
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// Deprecated: as of v2.2. Use AppendJustPressedTouchIDs instead.
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func JustPressedTouchIDs() []ebiten.TouchID {
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func JustPressedTouchIDs() []ebiten.TouchID {
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@ -427,7 +427,7 @@ func JustPressedTouchIDs() []ebiten.TouchID {
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}
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}
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// IsTouchJustReleased returns a boolean value indicating
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// IsTouchJustReleased returns a boolean value indicating
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// whether the given touch is released just in the current frame.
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// whether the given touch is released just in the current tick.
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//
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//
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// IsTouchJustReleased is concurrent safe.
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// IsTouchJustReleased is concurrent safe.
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func IsTouchJustReleased(id ebiten.TouchID) bool {
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func IsTouchJustReleased(id ebiten.TouchID) bool {
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@ -437,7 +437,7 @@ func IsTouchJustReleased(id ebiten.TouchID) bool {
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return r
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return r
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}
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}
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// TouchPressDuration returns how long the touch remains in frames.
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// TouchPressDuration returns how long the touch remains in ticks (Update).
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//
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//
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// TouchPressDuration is concurrent safe.
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// TouchPressDuration is concurrent safe.
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func TouchPressDuration(id ebiten.TouchID) int {
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func TouchPressDuration(id ebiten.TouchID) int {
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