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No commits in common. "01dc4ed9b1f5520c9a90c7efa2362419f56e04ae" and "ecc42d4042228987fbd006605c38a6193aa71cff" have entirely different histories.

4 changed files with 204 additions and 148 deletions

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@ -16,7 +16,7 @@
package inpututil package inpututil
import ( import (
"slices" "sort"
"sync" "sync"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
@ -28,20 +28,21 @@ type pos struct {
y int y int
} }
type gamepadState struct {
buttonDurations [ebiten.GamepadButtonMax + 1]int
standardButtonDurations [ebiten.StandardGamepadButtonMax + 1]int
}
type inputState struct { type inputState struct {
keyDurations [ebiten.KeyMax + 1]int keyDurations []int
prevKeyDurations [ebiten.KeyMax + 1]int prevKeyDurations []int
mouseButtonDurations [ebiten.MouseButtonMax + 1]int mouseButtonDurations map[ebiten.MouseButton]int
prevMouseButtonDurations [ebiten.MouseButtonMax + 1]int prevMouseButtonDurations map[ebiten.MouseButton]int
gamepadStates map[ebiten.GamepadID]gamepadState gamepadIDs map[ebiten.GamepadID]struct{}
prevGamepadStates map[ebiten.GamepadID]gamepadState prevGamepadIDs map[ebiten.GamepadID]struct{}
gamepadButtonDurations map[ebiten.GamepadID][]int
prevGamepadButtonDurations map[ebiten.GamepadID][]int
standardGamepadButtonDurations map[ebiten.GamepadID][]int
prevStandardGamepadButtonDurations map[ebiten.GamepadID][]int
touchIDs map[ebiten.TouchID]struct{} touchIDs map[ebiten.TouchID]struct{}
touchDurations map[ebiten.TouchID]int touchDurations map[ebiten.TouchID]int
@ -56,8 +57,20 @@ type inputState struct {
} }
var theInputState = &inputState{ var theInputState = &inputState{
gamepadStates: map[ebiten.GamepadID]gamepadState{}, keyDurations: make([]int, ebiten.KeyMax+1),
prevGamepadStates: map[ebiten.GamepadID]gamepadState{}, prevKeyDurations: make([]int, ebiten.KeyMax+1),
mouseButtonDurations: map[ebiten.MouseButton]int{},
prevMouseButtonDurations: map[ebiten.MouseButton]int{},
gamepadIDs: map[ebiten.GamepadID]struct{}{},
prevGamepadIDs: map[ebiten.GamepadID]struct{}{},
gamepadButtonDurations: map[ebiten.GamepadID][]int{},
prevGamepadButtonDurations: map[ebiten.GamepadID][]int{},
standardGamepadButtonDurations: map[ebiten.GamepadID][]int{},
prevStandardGamepadButtonDurations: map[ebiten.GamepadID][]int{},
touchIDs: map[ebiten.TouchID]struct{}{}, touchIDs: map[ebiten.TouchID]struct{}{},
touchDurations: map[ebiten.TouchID]int{}, touchDurations: map[ebiten.TouchID]int{},
@ -78,83 +91,109 @@ func (i *inputState) update() {
defer i.m.Unlock() defer i.m.Unlock()
// Keyboard // Keyboard
copy(i.prevKeyDurations[:], i.keyDurations[:]) copy(i.prevKeyDurations, i.keyDurations)
for idx := range i.keyDurations { for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
if ebiten.IsKeyPressed(ebiten.Key(idx)) { if ebiten.IsKeyPressed(k) {
i.keyDurations[idx]++ i.keyDurations[k]++
} else { } else {
i.keyDurations[idx] = 0 i.keyDurations[k] = 0
} }
} }
// Mouse // Mouse
copy(i.prevMouseButtonDurations[:], i.mouseButtonDurations[:]) for b := ebiten.MouseButton(0); b <= ebiten.MouseButtonMax; b++ {
for idx := range i.mouseButtonDurations { i.prevMouseButtonDurations[b] = i.mouseButtonDurations[b]
if ebiten.IsMouseButtonPressed(ebiten.MouseButton(idx)) { if ebiten.IsMouseButtonPressed(b) {
i.mouseButtonDurations[idx]++ i.mouseButtonDurations[b]++
} else { } else {
i.mouseButtonDurations[idx] = 0 i.mouseButtonDurations[b] = 0
} }
} }
// Gamepads // Gamepads
// Copy the gamepad states. // Copy the gamepad IDs.
clear(i.prevGamepadStates) for id := range i.prevGamepadIDs {
for id, s := range i.gamepadStates { delete(i.prevGamepadIDs, id)
i.prevGamepadStates[id] = s }
for id := range i.gamepadIDs {
i.prevGamepadIDs[id] = struct{}{}
} }
// Copy the gamepad button durations.
for id := range i.prevGamepadButtonDurations {
delete(i.prevGamepadButtonDurations, id)
}
for id, ds := range i.gamepadButtonDurations {
i.prevGamepadButtonDurations[id] = append([]int{}, ds...)
}
for id := range i.prevStandardGamepadButtonDurations {
delete(i.prevStandardGamepadButtonDurations, id)
}
for id, ds := range i.standardGamepadButtonDurations {
i.prevStandardGamepadButtonDurations[id] = append([]int{}, ds...)
}
for id := range i.gamepadIDs {
delete(i.gamepadIDs, id)
}
i.gamepadIDsBuf = ebiten.AppendGamepadIDs(i.gamepadIDsBuf[:0]) i.gamepadIDsBuf = ebiten.AppendGamepadIDs(i.gamepadIDsBuf[:0])
for _, id := range i.gamepadIDsBuf { for _, id := range i.gamepadIDsBuf {
state := i.gamepadStates[id] i.gamepadIDs[id] = struct{}{}
for b := range i.gamepadStates[id].buttonDurations { if _, ok := i.gamepadButtonDurations[id]; !ok {
if ebiten.IsGamepadButtonPressed(id, ebiten.GamepadButton(b)) { i.gamepadButtonDurations[id] = make([]int, ebiten.GamepadButtonMax+1)
state.buttonDurations[b]++ }
for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
if ebiten.IsGamepadButtonPressed(id, b) {
i.gamepadButtonDurations[id][b]++
} else { } else {
state.buttonDurations[b] = 0 i.gamepadButtonDurations[id][b] = 0
} }
} }
for b := range i.gamepadStates[id].standardButtonDurations { if _, ok := i.standardGamepadButtonDurations[id]; !ok {
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButton(b)) { i.standardGamepadButtonDurations[id] = make([]int, ebiten.StandardGamepadButtonMax+1)
state.standardButtonDurations[b]++ }
for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
if ebiten.IsStandardGamepadButtonPressed(id, b) {
i.standardGamepadButtonDurations[id][b]++
} else { } else {
state.standardButtonDurations[b] = 0 i.standardGamepadButtonDurations[id][b] = 0
} }
} }
i.gamepadStates[id] = state
} }
for id := range i.gamepadButtonDurations {
// Remove disconnected gamepads. if _, ok := i.gamepadIDs[id]; !ok {
for id := range i.gamepadStates { delete(i.gamepadButtonDurations, id)
var found bool
for _, id2 := range i.gamepadIDsBuf {
if id == id2 {
found = true
break
}
} }
if !found { }
delete(i.gamepadStates, id) for id := range i.standardGamepadButtonDurations {
if _, ok := i.gamepadIDs[id]; !ok {
delete(i.standardGamepadButtonDurations, id)
} }
} }
// Touches // Touches
// Copy the touch durations and positions. // Copy the touch durations and positions.
clear(i.prevTouchPositions) for id := range i.prevTouchDurations {
delete(i.prevTouchDurations, id)
}
for id := range i.touchDurations { for id := range i.touchDurations {
i.prevTouchDurations[id] = i.touchDurations[id] i.prevTouchDurations[id] = i.touchDurations[id]
} }
clear(i.prevTouchPositions) for id := range i.prevTouchPositions {
delete(i.prevTouchPositions, id)
}
for id := range i.touchPositions { for id := range i.touchPositions {
i.prevTouchPositions[id] = i.touchPositions[id] i.prevTouchPositions[id] = i.touchPositions[id]
} }
clear(i.touchIDs) for id := range i.touchIDs {
delete(i.touchIDs, id)
}
i.touchIDsBuf = ebiten.AppendTouchIDs(i.touchIDsBuf[:0]) i.touchIDsBuf = ebiten.AppendTouchIDs(i.touchIDsBuf[:0])
for _, id := range i.touchIDsBuf { for _, id := range i.touchIDsBuf {
i.touchIDs[id] = struct{}{} i.touchIDs[id] = struct{}{}
@ -227,14 +266,14 @@ func AppendJustReleasedKeys(keys []ebiten.Key) []ebiten.Key {
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() defer theInputState.m.RUnlock()
for i := range theInputState.keyDurations { for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
if theInputState.keyDurations[i] != 0 { if theInputState.keyDurations[k] != 0 {
continue continue
} }
if theInputState.prevKeyDurations[i] == 0 { if theInputState.prevKeyDurations[k] == 0 {
continue continue
} }
keys = append(keys, ebiten.Key(i)) keys = append(keys, k)
} }
return keys return keys
} }
@ -257,8 +296,9 @@ func IsKeyJustPressed(key ebiten.Key) bool {
// IsKeyJustReleased is concurrent safe. // IsKeyJustReleased is concurrent safe.
func IsKeyJustReleased(key ebiten.Key) bool { func IsKeyJustReleased(key ebiten.Key) bool {
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() r := theInputState.keyDurations[key] == 0 && theInputState.prevKeyDurations[key] > 0
return theInputState.keyDurations[key] == 0 && theInputState.prevKeyDurations[key] > 0 theInputState.m.RUnlock()
return r
} }
// KeyPressDuration returns how long the key is pressed in ticks (Update). // KeyPressDuration returns how long the key is pressed in ticks (Update).
@ -268,8 +308,9 @@ func IsKeyJustReleased(key ebiten.Key) bool {
// KeyPressDuration is concurrent safe. // KeyPressDuration is concurrent safe.
func KeyPressDuration(key ebiten.Key) int { func KeyPressDuration(key ebiten.Key) int {
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() s := theInputState.keyDurations[key]
return theInputState.keyDurations[key] theInputState.m.RUnlock()
return s
} }
// IsMouseButtonJustPressed returns a boolean value indicating // IsMouseButtonJustPressed returns a boolean value indicating
@ -290,8 +331,10 @@ func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
// IsMouseButtonJustReleased is concurrent safe. // IsMouseButtonJustReleased is concurrent safe.
func IsMouseButtonJustReleased(button ebiten.MouseButton) bool { func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() r := theInputState.mouseButtonDurations[button] == 0 &&
return theInputState.mouseButtonDurations[button] == 0 && theInputState.prevMouseButtonDurations[button] > 0 theInputState.prevMouseButtonDurations[button] > 0
theInputState.m.RUnlock()
return r
} }
// MouseButtonPressDuration returns how long the mouse button is pressed in ticks (Update). // MouseButtonPressDuration returns how long the mouse button is pressed in ticks (Update).
@ -301,8 +344,9 @@ func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
// MouseButtonPressDuration is concurrent safe. // MouseButtonPressDuration is concurrent safe.
func MouseButtonPressDuration(button ebiten.MouseButton) int { func MouseButtonPressDuration(button ebiten.MouseButton) int {
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() s := theInputState.mouseButtonDurations[button]
return theInputState.mouseButtonDurations[button] theInputState.m.RUnlock()
return s
} }
// AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current tick to gamepadIDs, // AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current tick to gamepadIDs,
@ -313,17 +357,18 @@ func MouseButtonPressDuration(button ebiten.MouseButton) int {
// //
// AppendJustConnectedGamepadIDs is concurrent safe. // AppendJustConnectedGamepadIDs is concurrent safe.
func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.GamepadID { func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.GamepadID {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
origLen := len(gamepadIDs) origLen := len(gamepadIDs)
for id := range theInputState.gamepadStates { theInputState.m.RLock()
if _, ok := theInputState.prevGamepadStates[id]; !ok { for id := range theInputState.gamepadIDs {
if _, ok := theInputState.prevGamepadIDs[id]; !ok {
gamepadIDs = append(gamepadIDs, id) gamepadIDs = append(gamepadIDs, id)
} }
} }
theInputState.m.RUnlock()
slices.Sort(gamepadIDs[origLen:]) s := gamepadIDs[origLen:]
sort.Slice(s, func(a, b int) bool {
return s[a] < s[b]
})
return gamepadIDs return gamepadIDs
} }
@ -344,11 +389,10 @@ func JustConnectedGamepadIDs() []ebiten.GamepadID {
// IsGamepadJustDisconnected is concurrent safe. // IsGamepadJustDisconnected is concurrent safe.
func IsGamepadJustDisconnected(id ebiten.GamepadID) bool { func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() _, prev := theInputState.prevGamepadIDs[id]
_, current := theInputState.gamepadIDs[id]
_, current := theInputState.gamepadStates[id] theInputState.m.RUnlock()
_, prev := theInputState.prevGamepadStates[id] return prev && !current
return !current && prev
} }
// AppendPressedGamepadButtons append currently pressed gamepad buttons to buttons and returns the extended buffer. // AppendPressedGamepadButtons append currently pressed gamepad buttons to buttons and returns the extended buffer.
@ -361,12 +405,11 @@ func AppendPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadBu
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id] if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
if !ok {
return buttons return buttons
} }
for b, d := range state.buttonDurations { for b, d := range theInputState.gamepadButtonDurations[id] {
if d == 0 { if d == 0 {
continue continue
} }
@ -386,12 +429,11 @@ func AppendJustPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.Gamep
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id] if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
if !ok {
return buttons return buttons
} }
for b, d := range state.buttonDurations { for b, d := range theInputState.gamepadButtonDurations[id] {
if d != 1 { if d != 1 {
continue continue
} }
@ -411,23 +453,23 @@ func AppendJustReleasedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.Game
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id] if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
if !ok {
return buttons return buttons
} }
prevState, ok := theInputState.prevGamepadStates[id] if _, ok := theInputState.prevGamepadButtonDurations[id]; !ok {
if !ok {
return buttons return buttons
} }
for b := range state.buttonDurations { for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
if state.buttonDurations[b] != 0 { if theInputState.gamepadButtonDurations[id][b] == 0 {
continue continue
} }
if prevState.buttonDurations[b] == 0 {
if theInputState.prevGamepadButtonDurations[id][b] > 0 {
continue continue
} }
buttons = append(buttons, ebiten.GamepadButton(b))
buttons = append(buttons, b)
} }
return buttons return buttons
@ -451,18 +493,16 @@ func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton
// IsGamepadButtonJustReleased is concurrent safe. // IsGamepadButtonJustReleased is concurrent safe.
func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool { func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() prev := 0
if _, ok := theInputState.prevGamepadButtonDurations[id]; ok {
state, ok := theInputState.gamepadStates[id] prev = theInputState.prevGamepadButtonDurations[id][button]
if !ok {
return false
} }
prevState, ok := theInputState.prevGamepadStates[id] current := 0
if !ok { if _, ok := theInputState.gamepadButtonDurations[id]; ok {
return false current = theInputState.gamepadButtonDurations[id][button]
} }
theInputState.m.RUnlock()
return state.buttonDurations[button] == 0 && prevState.buttonDurations[button] > 0 return current == 0 && prev > 0
} }
// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in ticks (Update). // GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in ticks (Update).
@ -472,14 +512,12 @@ func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButto
// GamepadButtonPressDuration is concurrent safe. // GamepadButtonPressDuration is concurrent safe.
func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int { func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int {
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() s := 0
if _, ok := theInputState.gamepadButtonDurations[id]; ok {
state, ok := theInputState.gamepadStates[id] s = theInputState.gamepadButtonDurations[id][button]
if !ok {
return 0
} }
theInputState.m.RUnlock()
return state.buttonDurations[button] return s
} }
// AppendPressedStandardGamepadButtons append currently pressed standard gamepad buttons to buttons and returns the extended buffer. // AppendPressedStandardGamepadButtons append currently pressed standard gamepad buttons to buttons and returns the extended buffer.
@ -492,16 +530,15 @@ func AppendPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.S
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id] if _, ok := theInputState.standardGamepadButtonDurations[id]; !ok {
if !ok {
return buttons return buttons
} }
for i, d := range state.standardButtonDurations { for b, d := range theInputState.standardGamepadButtonDurations[id] {
if d == 0 { if d == 0 {
continue continue
} }
buttons = append(buttons, ebiten.StandardGamepadButton(i)) buttons = append(buttons, ebiten.StandardGamepadButton(b))
} }
return buttons return buttons
@ -517,12 +554,11 @@ func AppendJustPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebit
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id] if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
if !ok {
return buttons return buttons
} }
for b, d := range state.standardButtonDurations { for b, d := range theInputState.standardGamepadButtonDurations[id] {
if d != 1 { if d != 1 {
continue continue
} }
@ -542,23 +578,23 @@ func AppendJustReleasedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebi
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id] if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
if !ok {
return buttons return buttons
} }
prevState, ok := theInputState.prevGamepadStates[id] if _, ok := theInputState.prevGamepadButtonDurations[id]; !ok {
if !ok {
return buttons return buttons
} }
for b := range state.standardButtonDurations { for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
if state.standardButtonDurations[b] != 0 { if theInputState.standardGamepadButtonDurations[id][b] == 0 {
continue continue
} }
if prevState.standardButtonDurations[b] == 0 {
if theInputState.prevStandardGamepadButtonDurations[id][b] > 0 {
continue continue
} }
buttons = append(buttons, ebiten.StandardGamepadButton(b))
buttons = append(buttons, b)
} }
return buttons return buttons
@ -584,16 +620,15 @@ func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.Stan
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id] var prev int
if !ok { if _, ok := theInputState.prevStandardGamepadButtonDurations[id]; ok {
return false prev = theInputState.prevStandardGamepadButtonDurations[id][button]
} }
prevState, ok := theInputState.prevGamepadStates[id] var current int
if !ok { if _, ok := theInputState.standardGamepadButtonDurations[id]; ok {
return false current = theInputState.standardGamepadButtonDurations[id][button]
} }
return current == 0 && prev > 0
return state.standardButtonDurations[button] == 0 && prevState.standardButtonDurations[button] > 0
} }
// StandardGamepadButtonPressDuration returns how long the standard gamepad button of the gamepad id is pressed in ticks (Update). // StandardGamepadButtonPressDuration returns how long the standard gamepad button of the gamepad id is pressed in ticks (Update).
@ -605,12 +640,10 @@ func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.Stand
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id] if _, ok := theInputState.standardGamepadButtonDurations[id]; ok {
if !ok { return theInputState.standardGamepadButtonDurations[id][button]
return 0
} }
return 0
return state.standardButtonDurations[button]
} }
// AppendJustPressedTouchIDs append touch IDs that are created just in the current tick to touchIDs, // AppendJustPressedTouchIDs append touch IDs that are created just in the current tick to touchIDs,
@ -631,7 +664,11 @@ func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
} }
} }
slices.Sort(touchIDs[origLen:]) s := touchIDs[origLen:]
sort.Slice(s, func(a, b int) bool {
return s[a] < s[b]
})
return touchIDs return touchIDs
} }
@ -662,7 +699,11 @@ func AppendJustReleasedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
} }
} }
slices.Sort(touchIDs[origLen:]) s := touchIDs[origLen:]
sort.Slice(s, func(a, b int) bool {
return s[a] < s[b]
})
return touchIDs return touchIDs
} }
@ -686,8 +727,9 @@ func IsTouchJustReleased(id ebiten.TouchID) bool {
// TouchPressDuration is concurrent safe. // TouchPressDuration is concurrent safe.
func TouchPressDuration(id ebiten.TouchID) int { func TouchPressDuration(id ebiten.TouchID) int {
theInputState.m.RLock() theInputState.m.RLock()
defer theInputState.m.RUnlock() s := theInputState.touchDurations[id]
return theInputState.touchDurations[id] theInputState.m.RUnlock()
return s
} }
// TouchPositionInPreviousTick returns the position in the previous tick. // TouchPositionInPreviousTick returns the position in the previous tick.

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@ -421,7 +421,6 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
} }
} }
var imgs [graphics.ShaderSrcImageCount]*restorable.Image
for i, src := range srcs { for i, src := range srcs {
if src == nil { if src == nil {
continue continue
@ -430,18 +429,33 @@ func (i *Image) drawTriangles(srcs [graphics.ShaderSrcImageCount]*Image, vertice
// A source region can be deliberately empty when this is not needed in order to avoid unexpected // A source region can be deliberately empty when this is not needed in order to avoid unexpected
// performance issue (#1293). // performance issue (#1293).
// TODO: This should no longer be needed but is kept just in case. Remove this later. // TODO: This should no longer be needed but is kept just in case. Remove this later.
if !srcRegions[i].Empty() { if srcRegions[i].Empty() {
r := src.regionWithPadding() continue
srcRegions[i] = srcRegions[i].Add(r.Min) }
r := src.regionWithPadding()
srcRegions[i] = srcRegions[i].Add(r.Min)
}
var imgs [graphics.ShaderSrcImageCount]*restorable.Image
for i, src := range srcs {
if src == nil {
continue
} }
imgs[i] = src.backend.restorable imgs[i] = src.backend.restorable
}
i.backend.restorable.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.ensureShader(), uniforms, fillRule, hint)
for _, src := range srcs {
if src == nil {
continue
}
if !src.isOnSourceBackend() && src.canBePutOnAtlas() { if !src.isOnSourceBackend() && src.canBePutOnAtlas() {
// src might already registered, but assigning it again is not harmful. // src might already registered, but assigning it again is not harmful.
imagesToPutOnSourceBackend.add(src) imagesToPutOnSourceBackend.add(src)
} }
} }
i.backend.restorable.DrawTriangles(imgs, vertices, indices, blend, dstRegion, srcRegions, shader.ensureShader(), uniforms, fillRule, hint)
} }
// WritePixels replaces the pixels on the image. // WritePixels replaces the pixels on the image.

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@ -14,7 +14,7 @@
// Code generated by gen.go using 'go generate'. DO NOT EDIT. // Code generated by gen.go using 'go generate'. DO NOT EDIT.
//go:build darwin && !ios //go:build darwing && !ios
package gamepaddb package gamepaddb

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@ -113,7 +113,7 @@ func run() error {
}, },
"Mac OS X": { "Mac OS X": {
filenameSuffix: "macos", filenameSuffix: "macos",
buildConstraints: "//go:build darwin && !ios", buildConstraints: "//go:build darwing && !ios",
}, },
"Linux": { "Linux": {
filenameSuffix: "linbsd", filenameSuffix: "linbsd",