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ebiten: Fix comments
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parent
fcfdf9b2ba
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8
input.go
8
input.go
@ -97,7 +97,7 @@ func CursorPosition() (x, y int) {
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return uiDriver().Input().CursorPosition()
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return uiDriver().Input().CursorPosition()
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}
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}
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// Wheel returns the x and y offset of the mouse wheel or touchpad scroll.
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// Wheel returns x and y offsets of the mouse wheel or touchpad scroll.
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// It returns 0 if the wheel isn't being rolled.
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// It returns 0 if the wheel isn't being rolled.
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//
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//
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// Wheel is concurrent-safe.
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// Wheel is concurrent-safe.
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@ -169,7 +169,7 @@ func GamepadAxisNum(id GamepadID) int {
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return uiDriver().Input().GamepadAxisNum(id)
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return uiDriver().Input().GamepadAxisNum(id)
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}
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}
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// GamepadAxisValue returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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// GamepadAxisValue returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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//
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//
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// GamepadAxisValue is concurrent-safe.
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// GamepadAxisValue is concurrent-safe.
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//
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//
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@ -178,7 +178,7 @@ func GamepadAxisValue(id GamepadID, axis int) float64 {
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return uiDriver().Input().GamepadAxisValue(id, axis)
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return uiDriver().Input().GamepadAxisValue(id, axis)
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}
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}
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// GamepadAxis returns the float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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// GamepadAxis returns a float value [-1.0 - 1.0] of the given gamepad (id)'s axis (axis).
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//
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//
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// Deprecated: as of v2.2. Use GamepadAxisValue instead.
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// Deprecated: as of v2.2. Use GamepadAxisValue instead.
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func GamepadAxis(id GamepadID, axis int) float64 {
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func GamepadAxis(id GamepadID, axis int) float64 {
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@ -194,7 +194,7 @@ func GamepadButtonNum(id GamepadID) int {
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return uiDriver().Input().GamepadButtonNum(id)
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return uiDriver().Input().GamepadButtonNum(id)
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}
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}
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// IsGamepadButtonPressed returns the boolean indicating the given button of the gamepad (id) is pressed or not.
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// IsGamepadButtonPressed reports whether the given button of the gamepad (id) is pressed or not.
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//
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//
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// If you want to know whether the given button of gamepad (id) started being pressed in the current frame,
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// If you want to know whether the given button of gamepad (id) started being pressed in the current frame,
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// use inpututil.IsGamepadButtonJustPressed
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// use inpututil.IsGamepadButtonJustPressed
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