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https://github.com/hajimehoshi/ebiten.git
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mobile/ebitenmobileview: Avoid creating slices every frame
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parent
bbe793af5b
commit
ad3115b347
@ -199,7 +199,7 @@ func (i *Input) IsMouseButtonPressed(key driver.MouseButton) bool {
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return false
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return false
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}
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}
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func (i *Input) update(keys map[driver.Key]struct{}, runes []rune, touches []*Touch, gamepads []Gamepad) {
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func (i *Input) update(keys map[driver.Key]struct{}, runes []rune, touches []Touch, gamepads []Gamepad) {
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i.ui.m.Lock()
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i.ui.m.Lock()
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defer i.ui.m.Unlock()
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defer i.ui.m.Unlock()
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@ -129,7 +129,7 @@ func (u *UserInterface) appMain(a app.App) {
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var glctx gl.Context
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var glctx gl.Context
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var sizeInited bool
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var sizeInited bool
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touches := map[touch.Sequence]*Touch{}
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touches := map[touch.Sequence]Touch{}
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keys := map[driver.Key]struct{}{}
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keys := map[driver.Key]struct{}{}
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for e := range a.Events() {
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for e := range a.Events() {
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@ -184,7 +184,7 @@ func (u *UserInterface) appMain(a app.App) {
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s := deviceScale()
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s := deviceScale()
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x, y := float64(e.X)/s, float64(e.Y)/s
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x, y := float64(e.X)/s, float64(e.Y)/s
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// TODO: Is it ok to cast from int64 to int here?
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// TODO: Is it ok to cast from int64 to int here?
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touches[e.Sequence] = &Touch{
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touches[e.Sequence] = Touch{
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ID: driver.TouchID(e.Sequence),
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ID: driver.TouchID(e.Sequence),
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X: int(x),
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X: int(x),
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Y: int(y),
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Y: int(y),
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@ -214,7 +214,7 @@ func (u *UserInterface) appMain(a app.App) {
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}
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}
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if updateInput {
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if updateInput {
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ts := []*Touch{}
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var ts []Touch
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for _, t := range touches {
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for _, t := range touches {
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ts = append(ts, t)
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ts = append(ts, t)
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}
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}
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@ -468,7 +468,7 @@ type Gamepad struct {
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AxisNum int
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AxisNum int
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}
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}
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func (u *UserInterface) UpdateInput(keys map[driver.Key]struct{}, runes []rune, touches []*Touch, gamepads []Gamepad) {
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func (u *UserInterface) UpdateInput(keys map[driver.Key]struct{}, runes []rune, touches []Touch, gamepads []Gamepad) {
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u.input.update(keys, runes, touches, gamepads)
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u.input.update(keys, runes, touches, gamepads)
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if u.fpsMode == driver.FPSModeVsyncOffMinimum {
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if u.fpsMode == driver.FPSModeVsyncOffMinimum {
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u.renderRequester.RequestRenderIfNeeded()
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u.renderRequester.RequestRenderIfNeeded()
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@ -31,23 +31,28 @@ var (
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keys = map[driver.Key]struct{}{}
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keys = map[driver.Key]struct{}{}
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runes []rune
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runes []rune
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touches = map[driver.TouchID]position{}
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touches = map[driver.TouchID]position{}
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gamepads = map[driver.GamepadID]*mobile.Gamepad{}
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gamepads = map[driver.GamepadID]mobile.Gamepad{}
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)
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var (
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touchSlice []mobile.Touch
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gamepadSlice []mobile.Gamepad
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)
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)
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func updateInput() {
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func updateInput() {
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ts := make([]*mobile.Touch, 0, len(touches))
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touchSlice = touchSlice[:0]
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for id, position := range touches {
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for id, position := range touches {
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ts = append(ts, &mobile.Touch{
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touchSlice = append(touchSlice, mobile.Touch{
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ID: id,
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ID: id,
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X: position.x,
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X: position.x,
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Y: position.y,
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Y: position.y,
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})
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})
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}
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}
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gs := make([]mobile.Gamepad, 0, len(gamepads))
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gamepadSlice = gamepadSlice[:0]
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for _, g := range gamepads {
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for _, g := range gamepads {
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gs = append(gs, *g)
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gamepadSlice = append(gamepadSlice, g)
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}
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}
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mobile.Get().UpdateInput(keys, runes, ts, gs)
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mobile.Get().UpdateInput(keys, runes, touchSlice, gamepadSlice)
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}
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}
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@ -302,7 +302,7 @@ func OnGamepadAdded(deviceID int, name string, buttonNum int, axisNum int, descr
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sdlid[15] = byte(axisMask >> 8)
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sdlid[15] = byte(axisMask >> 8)
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id := gamepadIDFromDeviceID(deviceID)
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id := gamepadIDFromDeviceID(deviceID)
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gamepads[id] = &mobile.Gamepad{
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gamepads[id] = mobile.Gamepad{
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ID: id,
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ID: id,
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SDLID: hex.EncodeToString(sdlid[:]),
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SDLID: hex.EncodeToString(sdlid[:]),
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Name: name,
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Name: name,
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