ebiten/internal/ui/input.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

70 lines
1.6 KiB
Go

// Copyright 2022 The Ebitengine 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.
package ui
import (
"unicode"
)
type MouseButton int
const (
MouseButton0 MouseButton = iota // The 'left' button
MouseButton1 // The 'right' button
MouseButton2 // The 'middle' button
MouseButton3 // The additional button (usually browser-back)
MouseButton4 // The additional button (usually browser-forward)
MouseButtonMax = MouseButton4
)
type TouchID int
type Touch struct {
Valid bool
ID TouchID
X int
Y int
}
type InputState struct {
KeyPressed [KeyMax + 1]bool
MouseButtonPressed [MouseButtonMax + 1]bool
CursorX int
CursorY int
WheelX float64
WheelY float64
Touches [16]Touch
Runes [16]rune
RunesCount int
}
func (i *InputState) resetForFrame() {
i.WheelX = 0
i.WheelY = 0
i.RunesCount = 0
}
func (i *InputState) appendRune(r rune) {
if !unicode.IsPrint(r) {
return
}
if i.RunesCount >= len(i.Runes) {
return
}
i.Runes[i.RunesCount] = r
i.RunesCount++
}