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https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
Add ui.InputState
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@ -66,11 +66,11 @@ func (game *Game) isInitialized() bool {
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return true
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}
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func (game *Game) Update(state ui.CanvasState) {
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func (game *Game) Update(state ui.InputState) {
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if !game.isInitialized() {
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return
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}
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game.input.Update(state.PressedKeys)
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game.input.Update(state.PressedKeys())
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game.sceneManager.Update(&GameState{
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SceneManager: game.sceneManager,
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Input: game.input,
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@ -13,7 +13,7 @@ import (
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)
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type Game interface {
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Update(state ui.CanvasState)
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Update(state ui.InputState)
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Draw(c graphics.Context)
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}
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@ -47,16 +47,10 @@ func main() {
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default:
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canvas.Draw(game.Draw)
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case <-tick:
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state := canvas.State()
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game.Update(state)
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if state.IsClosed {
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game.Update(canvas.InputState())
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if canvas.IsClosed() {
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return
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}
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/*case e := <-windowEvents:
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game.HandleEvent(e)
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if _, ok := e.(ui.WindowClosedEvent); ok {
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return
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}*/
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case <-sigterm:
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return
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}
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@ -32,6 +32,14 @@ func newKeys() Keys {
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return Keys(map[ui.Key]struct{}{})
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}
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func (k Keys) clone() Keys {
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n := newKeys()
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for key, value := range k {
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n[key] = value
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}
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return n
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}
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func (k Keys) add(key ui.Key) {
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k[key] = struct{}{}
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}
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@ -45,8 +53,35 @@ func (k Keys) Includes(key ui.Key) bool {
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return ok
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}
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type InputState struct {
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pressedKeys Keys
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mouseX int
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mouseY int
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}
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func (i *InputState) PressedKeys() ui.Keys {
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return i.pressedKeys
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}
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func (i *InputState) MouseX() int {
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return i.mouseX
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}
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func (i *InputState) MouseY() int {
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return i.mouseY
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}
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func (i *InputState) setMouseXY(x, y int) {
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i.mouseX = x
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i.mouseY = y
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}
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type GameWindow struct {
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state ui.CanvasState
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width int
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height int
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scale int
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isClosed bool
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inputState *InputState
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title string
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native *C.EbitenGameWindow
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funcs chan func(*opengl.Context)
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@ -58,17 +93,16 @@ type GameWindow struct {
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var windows = map[*C.EbitenGameWindow]*GameWindow{}
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func newGameWindow(width, height, scale int, title string) *GameWindow {
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state := ui.CanvasState{
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Width: width,
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Height: height,
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Scale: scale,
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PressedKeys: newKeys(),
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MouseX: -1,
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MouseY: -1,
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IsClosed: false,
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inputState := &InputState{
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pressedKeys: newKeys(),
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mouseX: -1,
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mouseY: -1,
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}
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return &GameWindow{
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state: state,
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width: width,
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height: height,
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scale: scale,
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inputState: inputState,
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title: title,
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funcs: make(chan func(*opengl.Context)),
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funcsDone: make(chan struct{}),
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@ -76,6 +110,12 @@ func newGameWindow(width, height, scale int, title string) *GameWindow {
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}
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}
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func (w *GameWindow) IsClosed() bool {
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w.RLock()
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defer w.RUnlock()
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return w.isClosed
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}
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func (w *GameWindow) run(sharedGLContext *C.NSOpenGLContext) {
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cTitle := C.CString(w.title)
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defer C.free(unsafe.Pointer(cTitle))
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@ -85,8 +125,8 @@ func (w *GameWindow) run(sharedGLContext *C.NSOpenGLContext) {
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runtime.LockOSThread()
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glContext := C.CreateGLContext(sharedGLContext)
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w.native = C.CreateGameWindow(
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C.size_t(w.state.Width*w.state.Scale),
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C.size_t(w.state.Height*w.state.Scale),
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C.size_t(w.width*w.scale),
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C.size_t(w.height*w.scale),
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cTitle,
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glContext)
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windows[w.native] = w
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@ -94,7 +134,7 @@ func (w *GameWindow) run(sharedGLContext *C.NSOpenGLContext) {
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C.UseGLContext(glContext)
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context := opengl.NewContext(
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w.state.Width, w.state.Height, w.state.Scale)
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w.width, w.height, w.scale)
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C.UnuseGLContext()
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defer func() {
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@ -141,10 +181,14 @@ func (w *GameWindow) useGLContext(f func(*opengl.Context)) {
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<-w.funcsDone
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}
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func (w *GameWindow) State() ui.CanvasState {
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func (w *GameWindow) InputState() ui.InputState {
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w.RLock()
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defer w.RUnlock()
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return w.state
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return &InputState{
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pressedKeys: w.inputState.pressedKeys.clone(),
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mouseX: w.inputState.mouseX,
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mouseY: w.inputState.mouseY,
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}
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}
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var cocoaKeyCodeToKey = map[int]ui.Key{
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@ -165,7 +209,7 @@ func ebiten_KeyDown(nativeWindow C.EbitenGameWindowPtr, keyCode int) {
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w.Lock()
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defer w.Unlock()
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w.state.PressedKeys.(Keys).add(key)
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w.inputState.pressedKeys.add(key)
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}
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//export ebiten_KeyUp
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@ -178,7 +222,7 @@ func ebiten_KeyUp(nativeWindow C.EbitenGameWindowPtr, keyCode int) {
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w.Lock()
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defer w.Unlock()
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w.state.PressedKeys.(Keys).remove(key)
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w.inputState.pressedKeys.remove(key)
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}
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//export ebiten_MouseStateUpdated
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@ -188,29 +232,27 @@ func ebiten_MouseStateUpdated(nativeWindow C.EbitenGameWindowPtr, inputType C.In
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if inputType == C.InputTypeMouseUp {
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w.Lock()
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defer w.Unlock()
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w.state.MouseX = -1
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w.state.MouseY = -1
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w.inputState.setMouseXY(-1, -1)
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return
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}
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x, y := int(cx), int(cy)
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x /= w.state.Scale
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y /= w.state.Scale
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x /= w.scale
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y /= w.scale
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if x < 0 {
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x = 0
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} else if w.state.Width <= x {
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x = w.state.Width - 1
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} else if w.width <= x {
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x = w.width - 1
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}
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if y < 0 {
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y = 0
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} else if w.state.Height <= y {
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y = w.state.Height - 1
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} else if w.height <= y {
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y = w.height - 1
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}
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w.Lock()
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defer w.Unlock()
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w.state.MouseX = x
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w.state.MouseY = y
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w.inputState.setMouseXY(x, y)
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}
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//export ebiten_WindowClosed
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@ -220,7 +262,7 @@ func ebiten_WindowClosed(nativeWindow C.EbitenGameWindowPtr) {
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w.Lock()
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defer w.Unlock()
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w.state.IsClosed = true
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w.isClosed = true
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delete(windows, nativeWindow)
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}
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15
ui/ui.go
15
ui/ui.go
@ -26,17 +26,14 @@ type Keys interface {
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Includes(key Key) bool
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}
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type CanvasState struct {
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Width int
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Height int
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Scale int
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PressedKeys Keys
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MouseX int
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MouseY int
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IsClosed bool
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type InputState interface {
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PressedKeys() Keys
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MouseX() int
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MouseY() int
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}
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type Canvas interface {
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Draw(func(graphics.Context))
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State() CanvasState
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IsClosed() bool
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InputState() InputState
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}
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