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 ¶ added in v2.2.0
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 ¶ added in v2.5.0
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 ¶ added in v2.5.0
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 ¶ added in v2.5.0
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 ¶ added in v2.2.0
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 ¶ added in v2.5.0
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 ¶ added in v2.5.0
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 ¶ added in v2.5.0
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 ¶ added in v2.4.0
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 ¶ added in v2.5.0
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 ¶ added in v2.2.0
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 ¶ added in v2.5.0
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 ¶ added in v2.2.0
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 ¶ added in v2.2.0
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
added in
v2.1.0
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 ¶ added in v2.2.0
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 ¶ added in v2.4.0
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.