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0475baf9e2
Updates #2763
60 lines
1.6 KiB
Go
60 lines
1.6 KiB
Go
// Copyright 2016 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build (android || ios) && !nintendosdk
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package ui
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type TouchForInput struct {
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ID TouchID
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// X is in device-independent pixels.
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X float64
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// Y is in device-independent pixels.
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Y float64
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}
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func (u *userInterfaceImpl) updateInputStateFromOutside(keys map[Key]struct{}, runes []rune, touches []TouchForInput) {
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u.m.Lock()
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defer u.m.Unlock()
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for k := range u.inputState.KeyPressed {
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_, ok := keys[Key(k)]
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u.inputState.KeyPressed[k] = ok
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}
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u.inputState.Runes = append(u.inputState.Runes, runes...)
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u.inputState.Touches = u.inputState.Touches[:0]
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for _, t := range touches {
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x, y := u.context.clientPositionToLogicalPosition(t.X, t.Y, u.DeviceScaleFactor())
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u.inputState.Touches = append(u.inputState.Touches, Touch{
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ID: t.ID,
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X: int(x),
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Y: int(y),
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})
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}
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}
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func (u *userInterfaceImpl) updateInputState() error {
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// TODO: Adjust cursor and touch positions based on the latest layout (#2763).
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return nil
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}
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func KeyName(key Key) string {
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// TODO: Implement this.
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return ""
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}
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