ebiten/internal/ui/input_nintendosdk.go
Hajime Hoshi d1b9a0a9a1 internal/ui: freeze the input state for each frame
After this change, the input APIs will return more consistent results
for one frame.

Closes #2496
2022-12-18 23:54:43 +09:00

40 lines
1.1 KiB
Go

// 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
import (
"github.com/hajimehoshi/ebiten/v2/internal/nintendosdk"
)
func (u *userInterfaceImpl) updateInputState() {
u.nativeTouches = u.nativeTouches[:0]
u.nativeTouches = nintendosdk.AppendTouches(u.nativeTouches)
for i := range u.inputState.Touches {
u.inputState.Touches[i].Valid = false
}
for i, t := range u.nativeTouches {
x, y := u.context.adjustPosition(float64(t.X), float64(t.Y), deviceScaleFactor)
u.inputState.Touches[i] = Touch{
Valid: true,
ID: TouchID(t.ID),
X: int(x),
Y: int(y),
}
}
}