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https://github.com/hajimehoshi/ebiten.git
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ui: Remove AdjustedTouches
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parent
5d6f66935a
commit
dec6be1a11
20
input.go
20
input.go
@ -127,7 +127,7 @@ func IsGamepadButtonPressed(id int, button GamepadButton) bool {
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// TouchIDs is concurrent-safe.
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func TouchIDs() []int {
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var ids []int
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for _, t := range ui.AdjustedTouches() {
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for _, t := range adjustedTouches() {
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ids = append(ids, t.ID)
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}
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return ids
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@ -139,7 +139,7 @@ func TouchIDs() []int {
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//
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// TouchPosition is cuncurrent-safe.
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func TouchPosition(id int) (int, int) {
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for _, t := range ui.AdjustedTouches() {
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for _, t := range adjustedTouches() {
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if t.ID == id {
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return t.X, t.Y
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}
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@ -170,10 +170,24 @@ func (t *touch) Position() (x, y int) {
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// Touches is deprecated as of 1.7.0. Use TouchIDs instead.
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func Touches() []Touch {
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touches := ui.AdjustedTouches()
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touches := adjustedTouches()
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var copies []Touch
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for _, t := range touches {
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copies = append(copies, &touch{t})
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}
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return copies
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}
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func adjustedTouches() []*input.Touch {
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ts := input.Get().Touches()
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adjusted := make([]*input.Touch, len(ts))
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for i, t := range ts {
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x, y := ui.AdjustPosition(t.X, t.Y)
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adjusted[i] = &input.Touch{
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ID: t.ID,
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X: x,
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Y: y,
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}
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}
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return adjusted
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}
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@ -452,10 +452,10 @@ func ScreenPadding() (x0, y0, x1, y1 float64) {
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}
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func AdjustedCursorPosition() (x, y int) {
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return adjustCursorPosition(input.Get().CursorPosition())
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return AdjustPosition(input.Get().CursorPosition())
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}
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func adjustCursorPosition(x, y int) (int, int) {
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func AdjustPosition(x, y int) (int, int) {
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u := currentUI
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if !u.isRunning() {
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return x, y
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@ -469,11 +469,6 @@ func adjustCursorPosition(x, y int) (int, int) {
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return x - int(ox/s), y - int(oy/s)
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}
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func AdjustedTouches() []*input.Touch {
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// TODO: Apply adjustCursorPosition
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return input.Get().Touches()
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}
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func IsCursorVisible() bool {
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u := currentUI
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if !u.isRunning() {
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@ -106,7 +106,7 @@ func ScreenPadding() (x0, y0, x1, y1 float64) {
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return 0, 0, 0, 0
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}
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func adjustPosition(x, y int) (int, int) {
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func AdjustPosition(x, y int) (int, int) {
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rect := canvas.Call("getBoundingClientRect")
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x -= rect.Get("left").Int()
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y -= rect.Get("top").Int()
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@ -115,21 +115,7 @@ func adjustPosition(x, y int) (int, int) {
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}
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func AdjustedCursorPosition() (x, y int) {
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return adjustPosition(input.Get().CursorPosition())
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}
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func AdjustedTouches() []*input.Touch {
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ts := input.Get().Touches()
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adjusted := make([]*input.Touch, len(ts))
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for i, t := range ts {
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x, y := adjustPosition(t.X, t.Y)
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adjusted[i] = &input.Touch{
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ID: t.ID,
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X: x,
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Y: y,
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}
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}
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return adjusted
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return AdjustPosition(input.Get().CursorPosition())
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}
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func IsCursorVisible() bool {
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@ -352,21 +352,11 @@ func (u *userInterface) screenPaddingImpl() (x0, y0, x1, y1 float64) {
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}
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func AdjustedCursorPosition() (x, y int) {
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return currentUI.adjustPosition(input.Get().CursorPosition())
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return AdjustPosition(input.Get().CursorPosition())
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}
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func AdjustedTouches() []*input.Touch {
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ts := input.Get().Touches()
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adjusted := make([]*input.Touch, len(ts))
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for i, t := range ts {
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x, y := currentUI.adjustPosition(t.X, t.Y)
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adjusted[i] = &input.Touch{
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ID: t.ID,
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X: x,
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Y: y,
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}
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}
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return adjusted
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func AdjustPosition(x, y int) (int, int) {
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return currentUI.adjustPosition(x, y)
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}
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func (u *userInterface) adjustPosition(x, y int) (int, int) {
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