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https://github.com/hajimehoshi/ebiten.git
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59295cc85f
Before this change, input states were reset for each frame. When FPS is bigger than TPS, the input state was reset more often than expected and then some inputs were missing. This change fixes the issue by resetting input states not for each frame but for each tick. This change also updates some comments of the input API. Updates #2496 Closes #2501
70 lines
1.6 KiB
Go
70 lines
1.6 KiB
Go
// Copyright 2022 The Ebitengine Authors
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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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package ui
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import (
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"unicode"
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)
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type MouseButton int
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const (
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MouseButton0 MouseButton = iota // The 'left' button
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MouseButton1 // The 'right' button
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MouseButton2 // The 'middle' button
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MouseButton3 // The additional button (usually browser-back)
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MouseButton4 // The additional button (usually browser-forward)
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MouseButtonMax = MouseButton4
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)
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type TouchID int
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type Touch struct {
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Valid bool
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ID TouchID
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X int
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Y int
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}
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type InputState struct {
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KeyPressed [KeyMax + 1]bool
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MouseButtonPressed [MouseButtonMax + 1]bool
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CursorX int
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CursorY int
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WheelX float64
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WheelY float64
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Touches [16]Touch
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Runes [16]rune
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RunesCount int
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}
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func (i *InputState) resetForTick() {
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i.WheelX = 0
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i.WheelY = 0
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i.RunesCount = 0
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}
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func (i *InputState) appendRune(r rune) {
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if !unicode.IsPrint(r) {
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return
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}
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if i.RunesCount >= len(i.Runes) {
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return
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}
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i.Runes[i.RunesCount] = r
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i.RunesCount++
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}
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