diff --git a/input.go b/input.go index 82a359f4d..556f6c17e 100644 --- a/input.go +++ b/input.go @@ -97,7 +97,7 @@ func CursorPosition() (x, y int) { return uiDriver().Input().CursorPosition() } -// Wheel returns the x and y offset of the mouse wheel or touchpad scroll. +// Wheel returns x and y offsets of the mouse wheel or touchpad scroll. // It returns 0 if the wheel isn't being rolled. // // Wheel is concurrent-safe. @@ -169,7 +169,7 @@ func GamepadAxisNum(id GamepadID) int { return uiDriver().Input().GamepadAxisNum(id) } -// GamepadAxisValue returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis). +// GamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis). // // GamepadAxisValue is concurrent-safe. // @@ -178,7 +178,7 @@ func GamepadAxisValue(id GamepadID, axis int) float64 { return uiDriver().Input().GamepadAxisValue(id, axis) } -// GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis). +// GamepadAxis returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis). // // Deprecated: as of v2.2. Use GamepadAxisValue instead. func GamepadAxis(id GamepadID, axis int) float64 { @@ -194,7 +194,7 @@ func GamepadButtonNum(id GamepadID) int { return uiDriver().Input().GamepadButtonNum(id) } -// IsGamepadButtonPressed returns the boolean indicating the given button of the gamepad (id) is pressed or not. +// IsGamepadButtonPressed reports whether the given button of the gamepad (id) is pressed or not. // // If you want to know whether the given button of gamepad (id) started being pressed in the current frame, // use inpututil.IsGamepadButtonJustPressed