// Copyright 2021 The Ebiten Authors // // 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 nintendosdk package ui // #cgo !darwin LDFLAGS: -Wl,-unresolved-symbols=ignore-all // #cgo darwin LDFLAGS: -Wl,-undefined,dynamic_lookup // // #include "input_nintendosdk.h" // // const int kScreenWidth = 1920; // const int kScreenHeight = 1080; import "C" import ( "github.com/hajimehoshi/ebiten/v2/internal/gamepad" ) func (u *UserInterface) updateInputState() error { var err error u.mainThread.Call(func() { err = u.updateInputStateImpl() }) return err } // updateInputStateImpl must be called from the main thread. func (u *UserInterface) updateInputStateImpl() error { if err := gamepad.Update(); err != nil { return err } C.ebitengine_UpdateTouches() u.nativeTouches = u.nativeTouches[:0] if n := int(C.ebitengine_GetTouchCount()); n > 0 { if cap(u.nativeTouches) < n { u.nativeTouches = make([]C.struct_Touch, n) } else { u.nativeTouches = u.nativeTouches[:n] } C.ebitengine_GetTouches(&u.nativeTouches[0]) } u.m.Lock() defer u.m.Unlock() u.inputState.Touches = u.inputState.Touches[:0] for _, t := range u.nativeTouches { x, y := u.context.clientPositionToLogicalPosition(float64(t.x), float64(t.y), theMonitor.DeviceScaleFactor()) u.inputState.Touches = append(u.inputState.Touches, Touch{ ID: TouchID(t.id), X: int(x), Y: int(y), }) } return nil } func (u *UserInterface) KeyName(key Key) string { return "" }