Documentation
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Index ¶
Constants ¶
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Variables ¶
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var ( Left = (&impulse{Name: "Left", keys: leftKeys, padControls: leftPad}).register() Right = (&impulse{Name: "Right", keys: rightKeys, padControls: rightPad}).register() Up = (&impulse{Name: "Up", keys: upKeys, padControls: upPad}).register() Down = (&impulse{Name: "Down", keys: downKeys, padControls: downPad}).register() Jump = (&impulse{Name: "Jump", keys: jumpKeys, padControls: jumpPad}).register() Action = (&impulse{Name: "Action", keys: actionKeys, padControls: actionPad}).register() Exit = (&impulse{Name: "Exit", keys: exitKeys, padControls: exitPad}).register() Fullscreen = (&impulse{Name: "Fullscreen", keys: fullscreenKeys}).register() )
Functions ¶
func LoadFromDemo ¶
func LoadFromDemo(state *DemoState)
Types ¶
type DemoState ¶
type DemoState struct { InputMap InputMap Left ImpulseState Right ImpulseState Up ImpulseState Down ImpulseState Jump ImpulseState Action ImpulseState Exit ImpulseState }
func SaveToDemo ¶
func SaveToDemo() *DemoState
type ImpulseState ¶
type InputMap ¶
type InputMap int
const ( NoInput InputMap = 0 DOSKeyboard InputMap = 1 NESKeyboard InputMap = 2 FPSKeyboard InputMap = 4 ViKeyboard InputMap = 8 AnyKeyboard InputMap = DOSKeyboard | NESKeyboard | FPSKeyboard | ViKeyboard Gamepad InputMap = 16 AnyInput InputMap = AnyKeyboard | Gamepad )
func (InputMap) ContainsAny ¶
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