ebiten: Fix comments

This commit is contained in:
Hajime Hoshi 2021-07-20 01:12:17 +09:00
parent fcfdf9b2ba
commit f882dbda77

View File

@ -97,7 +97,7 @@ func CursorPosition() (x, y int) {
return uiDriver().Input().CursorPosition() 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. // It returns 0 if the wheel isn't being rolled.
// //
// Wheel is concurrent-safe. // Wheel is concurrent-safe.
@ -169,7 +169,7 @@ func GamepadAxisNum(id GamepadID) int {
return uiDriver().Input().GamepadAxisNum(id) 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. // GamepadAxisValue is concurrent-safe.
// //
@ -178,7 +178,7 @@ func GamepadAxisValue(id GamepadID, axis int) float64 {
return uiDriver().Input().GamepadAxisValue(id, axis) 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. // Deprecated: as of v2.2. Use GamepadAxisValue instead.
func GamepadAxis(id GamepadID, axis int) float64 { func GamepadAxis(id GamepadID, axis int) float64 {
@ -194,7 +194,7 @@ func GamepadButtonNum(id GamepadID) int {
return uiDriver().Input().GamepadButtonNum(id) 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, // If you want to know whether the given button of gamepad (id) started being pressed in the current frame,
// use inpututil.IsGamepadButtonJustPressed // use inpututil.IsGamepadButtonJustPressed