// Copyright 2016 Hajime Hoshi // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. //go:build (android || ios) && !nintendosdk package ui type TouchForInput struct { ID TouchID // X is in device-independent pixels. X float64 // Y is in device-independent pixels. Y float64 } func (u *userInterfaceImpl) updateInputState(keys map[Key]struct{}, runes []rune, touches []TouchForInput) { u.m.Lock() defer u.m.Unlock() for k := range u.inputState.KeyPressed { _, ok := keys[Key(k)] u.inputState.KeyPressed[k] = ok } copy(u.inputState.Runes[:], runes) u.inputState.RunesCount = len(runes) for i := range u.inputState.Touches { u.inputState.Touches[i].Valid = false } for i, t := range touches { x, y := u.context.adjustPosition(t.X, t.Y, u.DeviceScaleFactor()) u.inputState.Touches[i] = Touch{ Valid: true, ID: t.ID, X: int(x), Y: int(y), } } } func KeyName(key Key) string { // TODO: Implement this. return "" }