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
// 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.
func IsKeyJustPressed(key ebiten.Key) bool {
@ -229,7 +229,7 @@ func IsKeyJustPressed(key ebiten.Key) bool {
}
// 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.
func IsKeyJustReleased(key ebiten.Key) bool {
@ -239,7 +239,7 @@ func IsKeyJustReleased(key ebiten.Key) bool {
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.
func KeyPressDuration(key ebiten.Key) int {
@ -250,7 +250,7 @@ func KeyPressDuration(key ebiten.Key) int {
}
// 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.
func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
@ -258,7 +258,7 @@ func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
}
// 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.
func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
@ -269,7 +269,7 @@ func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
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.
func MouseButtonPressDuration(button ebiten.MouseButton) int {
@ -279,7 +279,7 @@ func MouseButtonPressDuration(button ebiten.MouseButton) int {
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.
// Giving a slice that already has enough capacity works efficiently.
//
@ -300,7 +300,7 @@ func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.Gamep
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.
func JustConnectedGamepadIDs() []ebiten.GamepadID {
@ -308,7 +308,7 @@ func JustConnectedGamepadIDs() []ebiten.GamepadID {
}
// 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.
func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
@ -320,7 +320,7 @@ func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
}
// 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.
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
// 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.
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
}
// 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.
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
// 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.
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
// 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.
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
}
// 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.
func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.StandardGamepadButton) int {
@ -398,7 +398,7 @@ func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.Stand
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.
// Giving a slice that already has enough capacity works efficiently.
//
@ -419,7 +419,7 @@ func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
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.
func JustPressedTouchIDs() []ebiten.TouchID {
@ -427,7 +427,7 @@ func JustPressedTouchIDs() []ebiten.TouchID {
}
// 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.
func IsTouchJustReleased(id ebiten.TouchID) bool {
@ -437,7 +437,7 @@ func IsTouchJustReleased(id ebiten.TouchID) bool {
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.
func TouchPressDuration(id ebiten.TouchID) int {