mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
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
150 lines
3.4 KiB
Go
150 lines
3.4 KiB
Go
// Copyright 2021 The Ebiten 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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//go:build nintendosdk
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package ui
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import (
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"runtime"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
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"github.com/hajimehoshi/ebiten/v2/internal/nintendosdk"
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)
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type graphicsDriverCreatorImpl struct{}
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func (g *graphicsDriverCreatorImpl) newAuto() (graphicsdriver.Graphics, GraphicsLibrary, error) {
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graphics, err := g.newOpenGL()
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return graphics, GraphicsLibraryOpenGL, err
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}
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func (*graphicsDriverCreatorImpl) newOpenGL() (graphicsdriver.Graphics, error) {
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return opengl.NewGraphics()
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}
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func (*graphicsDriverCreatorImpl) newDirectX() (graphicsdriver.Graphics, error) {
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return nil, nil
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}
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func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) {
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return nil, nil
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}
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const deviceScaleFactor = 1
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func init() {
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runtime.LockOSThread()
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}
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type userInterfaceImpl struct {
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graphicsDriver graphicsdriver.Graphics
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context *context
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inputState InputState
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nativeTouches []nintendosdk.Touch
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}
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func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
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u.context = newContext(game)
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g, err := newGraphicsDriver(&graphicsDriverCreatorImpl{}, options.GraphicsLibrary)
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if err != nil {
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return err
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}
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u.graphicsDriver = g
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nintendosdk.InitializeGame()
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for {
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nintendosdk.BeginFrame()
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gamepad.Update()
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u.updateInputState()
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w, h := nintendosdk.ScreenSize()
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if err := u.context.updateFrame(u.graphicsDriver, float64(w), float64(h), deviceScaleFactor, u); err != nil {
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return err
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}
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nintendosdk.EndFrame()
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}
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}
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func (*userInterfaceImpl) DeviceScaleFactor() float64 {
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return deviceScaleFactor
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}
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func (*userInterfaceImpl) IsFocused() bool {
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return true
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}
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func (*userInterfaceImpl) ScreenSizeInFullscreen() (int, int) {
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return 0, 0
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}
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func (u *userInterfaceImpl) readInputState(inputState *InputState) {
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*inputState = u.inputState
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}
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func (u *userInterfaceImpl) resetForTick() {
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u.inputState.resetForTick()
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}
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func (*userInterfaceImpl) CursorMode() CursorMode {
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return CursorModeHidden
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}
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func (*userInterfaceImpl) SetCursorMode(mode CursorMode) {
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}
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func (*userInterfaceImpl) CursorShape() CursorShape {
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return CursorShapeDefault
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}
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func (*userInterfaceImpl) SetCursorShape(shape CursorShape) {
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}
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func (*userInterfaceImpl) IsFullscreen() bool {
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return false
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}
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func (*userInterfaceImpl) SetFullscreen(fullscreen bool) {
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}
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func (*userInterfaceImpl) IsRunnableOnUnfocused() bool {
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return false
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}
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func (*userInterfaceImpl) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
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}
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func (*userInterfaceImpl) SetFPSMode(mode FPSModeType) {
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}
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func (*userInterfaceImpl) ScheduleFrame() {
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}
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func (*userInterfaceImpl) Window() Window {
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return &nullWindow{}
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}
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func (u *userInterfaceImpl) beginFrame() {
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}
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func (u *userInterfaceImpl) endFrame() {
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}
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func IsScreenTransparentAvailable() bool {
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return false
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}
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