Documentation ¶
Overview ¶
Package inpututil provides utility functions of input like keyboard or mouse.
Index ¶
- func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.GamepadID
- func AppendJustPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton
- func AppendJustPressedKeys(keys []ebiten.Key) []ebiten.Key
- func AppendJustPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton
- func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID
- func AppendJustReleasedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton
- func AppendJustReleasedKeys(keys []ebiten.Key) []ebiten.Key
- func AppendJustReleasedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton
- func AppendJustReleasedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID
- func AppendPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton
- func AppendPressedKeys(keys []ebiten.Key) []ebiten.Key
- func AppendPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton
- func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int
- func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton) bool
- func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool
- func IsGamepadJustDisconnected(id ebiten.GamepadID) bool
- func IsKeyJustPressed(key ebiten.Key) bool
- func IsKeyJustReleased(key ebiten.Key) bool
- func IsMouseButtonJustPressed(button ebiten.MouseButton) bool
- func IsMouseButtonJustReleased(button ebiten.MouseButton) bool
- func IsStandardGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool
- func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool
- func IsTouchJustReleased(id ebiten.TouchID) bool
- func JustConnectedGamepadIDs() []ebiten.GamepadIDdeprecated
- func JustPressedTouchIDs() []ebiten.TouchIDdeprecated
- func KeyPressDuration(key ebiten.Key) int
- func MouseButtonPressDuration(button ebiten.MouseButton) int
- func PressedKeys() []ebiten.Keydeprecated
- func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.StandardGamepadButton) int
- func TouchPositionInPreviousTick(id ebiten.TouchID) (int, int)
- func TouchPressDuration(id ebiten.TouchID) int
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func AppendJustConnectedGamepadIDs ¶
func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.GamepadID
AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current tick to gamepadIDs, and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
AppendJustConnectedGamepadIDs must be called in a game's Update, not Draw.
AppendJustConnectedGamepadIDs is concurrent safe.
func AppendJustPressedGamepadButtons ¶
func AppendJustPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton
AppendJustPressedGamepadButtons append just pressed gamepad buttons to buttons and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
AppendJustPressedGamepadButtons must be called in a game's Update, not Draw.
AppendJustPressedGamepadButtons is concurrent safe.
func AppendJustPressedKeys ¶
func AppendJustPressedKeys(keys []ebiten.Key) []ebiten.Key
AppendJustPressedKeys append just pressed keyboard keys to keys and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
AppendJustPressedKeys must be called in a game's Update, not Draw.
AppendJustPressedKeys is concurrent safe.
func AppendJustPressedStandardGamepadButtons ¶
func AppendJustPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton
AppendJustPressedStandardGamepadButtons append just pressed standard gamepad buttons to buttons and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
AppendJustPressedStandardGamepadButtons must be called in a game's Update, not Draw.
AppendJustPressedStandardGamepadButtons is concurrent safe.
func AppendJustPressedTouchIDs ¶
func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID
AppendJustPressedTouchIDs append touch IDs that are created just in the current tick to touchIDs, and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
AppendJustPressedTouchIDs must be called in a game's Update, not Draw.
AppendJustPressedTouchIDs is concurrent safe.
func AppendJustReleasedGamepadButtons ¶
func AppendJustReleasedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton
AppendJustReleasedGamepadButtons append just released gamepad buttons to buttons and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
AppendJustReleasedGamepadButtons must be called in a game's Update, not Draw.
AppendJustReleasedGamepadButtons is concurrent safe.
func AppendJustReleasedKeys ¶
func AppendJustReleasedKeys(keys []ebiten.Key) []ebiten.Key
AppendJustReleasedKeys append just released keyboard keys to keys and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
AppendJustReleasedKeys must be called in a game's Update, not Draw.
AppendJustReleasedKeys is concurrent safe.
func AppendJustReleasedStandardGamepadButtons ¶
func AppendJustReleasedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton
AppendJustReleasedStandardGamepadButtons append just released standard gamepad buttons to buttons and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
AppendJustReleasedStandardGamepadButtons must be called in a game's Update, not Draw.
AppendJustReleasedStandardGamepadButtons is concurrent safe.
func AppendJustReleasedTouchIDs ¶
func AppendJustReleasedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID
AppendJustReleasedTouchIDs append touch IDs that are released just in the current tick to touchIDs, and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
AppendJustReleasedTouchIDs must be called in a game's Update, not Draw.
AppendJustReleasedTouchIDs is concurrent safe.
func AppendPressedGamepadButtons ¶
func AppendPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadButton) []ebiten.GamepadButton
AppendPressedGamepadButtons append currently pressed gamepad buttons to buttons and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
AppendPressedGamepadButtons must be called in a game's Update, not Draw.
AppendPressedGamepadButtons is concurrent safe.
func AppendPressedKeys ¶
func AppendPressedKeys(keys []ebiten.Key) []ebiten.Key
AppendPressedKeys append currently pressed keyboard keys to keys and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
AppendPressedKeys must be called in a game's Update, not Draw.
AppendPressedKeys is concurrent safe.
func AppendPressedStandardGamepadButtons ¶
func AppendPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.StandardGamepadButton) []ebiten.StandardGamepadButton
AppendPressedStandardGamepadButtons append currently pressed standard gamepad buttons to buttons and returns the extended buffer. Giving a slice that already has enough capacity works efficiently.
AppendPressedStandardGamepadButtons must be called in a game's Update, not Draw.
AppendPressedStandardGamepadButtons is concurrent safe.
func GamepadButtonPressDuration ¶
func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int
GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in ticks (Update).
GamepadButtonPressDuration must be called in a game's Update, not Draw.
GamepadButtonPressDuration is concurrent safe.
func IsGamepadButtonJustPressed ¶
func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton) bool
IsGamepadButtonJustPressed returns a boolean value indicating whether the given gamepad button of the gamepad id is pressed just in the current tick.
IsGamepadButtonJustPressed must be called in a game's Update, not Draw.
IsGamepadButtonJustPressed is concurrent safe.
func IsGamepadButtonJustReleased ¶
func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool
IsGamepadButtonJustReleased returns a boolean value indicating whether the given gamepad button of the gamepad id is released just in the current tick.
IsGamepadButtonJustReleased must be called in a game's Update, not Draw.
IsGamepadButtonJustReleased is concurrent safe.
func IsGamepadJustDisconnected ¶
func IsGamepadJustDisconnected(id ebiten.GamepadID) bool
IsGamepadJustDisconnected returns a boolean value indicating whether the gamepad of the given id is released just in the current tick.
IsGamepadJustDisconnected must be called in a game's Update, not Draw.
IsGamepadJustDisconnected is concurrent safe.
func IsKeyJustPressed ¶
func IsKeyJustPressed(key ebiten.Key) bool
IsKeyJustPressed returns a boolean value indicating whether the given key is pressed just in the current tick.
IsKeyJustPressed must be called in a game's Update, not Draw.
IsKeyJustPressed is concurrent safe.
func IsKeyJustReleased ¶
func IsKeyJustReleased(key ebiten.Key) bool
IsKeyJustReleased returns a boolean value indicating whether the given key is released just in the current tick.
IsKeyJustReleased must be called in a game's Update, not Draw.
IsKeyJustReleased is concurrent safe.
func IsMouseButtonJustPressed ¶
func IsMouseButtonJustPressed(button ebiten.MouseButton) bool
IsMouseButtonJustPressed returns a boolean value indicating whether the given mouse button is pressed just in the current tick.
IsMouseButtonJustPressed must be called in a game's Update, not Draw.
IsMouseButtonJustPressed is concurrent safe.
func IsMouseButtonJustReleased ¶
func IsMouseButtonJustReleased(button ebiten.MouseButton) bool
IsMouseButtonJustReleased returns a boolean value indicating whether the given mouse button is released just in the current tick.
IsMouseButtonJustReleased must be called in a game's Update, not Draw.
IsMouseButtonJustReleased is concurrent safe.
func IsStandardGamepadButtonJustPressed ¶
func IsStandardGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool
IsStandardGamepadButtonJustPressed returns a boolean value indicating whether the given standard gamepad button of the gamepad id is pressed just in the current tick.
IsStandardGamepadButtonJustPressed must be called in a game's Update, not Draw.
IsStandardGamepadButtonJustPressed is concurrent safe.
func IsStandardGamepadButtonJustReleased ¶
func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.StandardGamepadButton) bool
IsStandardGamepadButtonJustReleased returns a boolean value indicating whether the given standard gamepad button of the gamepad id is released just in the current tick.
IsStandardGamepadButtonJustReleased must be called in a game's Update, not Draw.
IsStandardGamepadButtonJustReleased is concurrent safe.
func IsTouchJustReleased ¶
func IsTouchJustReleased(id ebiten.TouchID) bool
IsTouchJustReleased returns a boolean value indicating whether the given touch is released just in the current tick.
IsTouchJustReleased must be called in a game's Update, not Draw.
IsTouchJustReleased is concurrent safe.
func JustConnectedGamepadIDs
deprecated
func JustConnectedGamepadIDs() []ebiten.GamepadID
JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current tick.
JustConnectedGamepadIDs must be called in a game's Update, not Draw.
Deprecated: as of v2.2. Use AppendJustConnectedGamepadIDs instead.
func JustPressedTouchIDs
deprecated
func JustPressedTouchIDs() []ebiten.TouchID
JustPressedTouchIDs returns touch IDs that are created just in the current tick.
JustPressedTouchIDs must be called in a game's Update, not Draw.
Deprecated: as of v2.2. Use AppendJustPressedTouchIDs instead.
func KeyPressDuration ¶
func KeyPressDuration(key ebiten.Key) int
KeyPressDuration returns how long the key is pressed in ticks (Update).
KeyPressDuration must be called in a game's Update, not Draw.
KeyPressDuration is concurrent safe.
func MouseButtonPressDuration ¶
func MouseButtonPressDuration(button ebiten.MouseButton) int
MouseButtonPressDuration returns how long the mouse button is pressed in ticks (Update).
MouseButtonPressDuration must be called in a game's Update, not Draw.
MouseButtonPressDuration is concurrent safe.
func PressedKeys
deprecated
func PressedKeys() []ebiten.Key
PressedKeys returns a set of currently pressed keyboard keys.
PressedKeys must be called in a game's Update, not Draw.
Deprecated: as of v2.2. Use AppendPressedKeys instead.
func StandardGamepadButtonPressDuration ¶
func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.StandardGamepadButton) int
StandardGamepadButtonPressDuration returns how long the standard gamepad button of the gamepad id is pressed in ticks (Update).
StandardGamepadButtonPressDuration must be called in a game's Update, not Draw.
StandardGamepadButtonPressDuration is concurrent safe.
func TouchPositionInPreviousTick ¶
TouchPositionInPreviousTick returns the position in the previous tick. If the touch is a just-released touch, TouchPositionInPreviousTick returns the last position of the touch.
TouchPositionInPreviousTick must be called in a game's Update, not Draw.
TouchJustReleasedPosition is concurrent safe.
func TouchPressDuration ¶
func TouchPressDuration(id ebiten.TouchID) int
TouchPressDuration returns how long the touch remains in ticks (Update).
TouchPressDuration must be called in a game's Update, not Draw.
TouchPressDuration is concurrent safe.
Types ¶
This section is empty.