inpututil: Admit some functions to return nil

This commit is contained in:
Hajime Hoshi 2018-04-30 03:03:12 +09:00
parent e33ca9a4c1
commit c9a244f498

View File

@ -227,9 +227,11 @@ func MouseButtonPressDuration(button ebiten.MouseButton) int {
// JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current frame. // JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current frame.
// //
// JustConnectedGamepadIDs might return nil when there is no connected gamepad.
//
// JustConnectedGamepadIDs is concurrent safe. // JustConnectedGamepadIDs is concurrent safe.
func JustConnectedGamepadIDs() []int { func JustConnectedGamepadIDs() []int {
ids := []int{} var ids []int
theInputState.m.RLock() theInputState.m.RLock()
for id := range theInputState.gamepadIDs { for id := range theInputState.gamepadIDs {
if _, ok := theInputState.prevGamepadIDs[id]; !ok { if _, ok := theInputState.prevGamepadIDs[id]; !ok {
@ -243,9 +245,11 @@ func JustConnectedGamepadIDs() []int {
// JustDisconnectedGamepadIDs returns gamepad IDs that are disconnected just in the current frame. // JustDisconnectedGamepadIDs returns gamepad IDs that are disconnected just in the current frame.
// //
// JustDisconnectedGamepadIDs might return nil when there is no disconnected gamepad.
//
// JustDisconnectedGamepadIDs is concurrent safe. // JustDisconnectedGamepadIDs is concurrent safe.
func JustDisconnectedGamepadIDs() []int { func JustDisconnectedGamepadIDs() []int {
ids := []int{} var ids []int
theInputState.m.RLock() theInputState.m.RLock()
for id := range theInputState.prevGamepadIDs { for id := range theInputState.prevGamepadIDs {
if _, ok := theInputState.gamepadIDs[id]; !ok { if _, ok := theInputState.gamepadIDs[id]; !ok {
@ -298,9 +302,11 @@ func GamepadButtonPressDuration(id int, button ebiten.GamepadButton) int {
// JustPressedTouches returns touch IDs that are created just in the current frame. // JustPressedTouches returns touch IDs that are created just in the current frame.
// //
// JustPressedTouches might return nil when there is not touch.
//
// JustPressedTouches is concurrent safe. // JustPressedTouches is concurrent safe.
func JustPressedTouches() []int { func JustPressedTouches() []int {
ids := []int{} var ids []int
theInputState.m.RLock() theInputState.m.RLock()
for id, s := range theInputState.touchDurations { for id, s := range theInputState.touchDurations {
if s == 1 { if s == 1 {