Documentation ¶
Overview ¶
Package inpututil provides utility functions of input like keyboard or mouse.
Index ¶
- func GamepadButtonPressDuration(id int, button ebiten.GamepadButton) int
- func IsGamepadButtonJustPressed(id int, button ebiten.GamepadButton) bool
- func IsGamepadButtonJustReleased(id int, button ebiten.GamepadButton) bool
- func IsGamepadJustDisconnected(id int) 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 IsTouchJustReleased(id int) bool
- func JustConnectedGamepadIDs() []int
- func JustPressedTouchIDs() []int
- func KeyPressDuration(key ebiten.Key) int
- func MouseButtonPressDuration(button ebiten.MouseButton) int
- func TouchPressDuration(id int) int
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func GamepadButtonPressDuration ¶
func GamepadButtonPressDuration(id int, button ebiten.GamepadButton) int
GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in frames.
GamepadButtonPressDuration is concurrent safe.
func IsGamepadButtonJustPressed ¶
func IsGamepadButtonJustPressed(id int, 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 frame.
IsGamepadButtonJustPressed is concurrent safe.
func IsGamepadButtonJustReleased ¶
func IsGamepadButtonJustReleased(id int, 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 frame.
IsGamepadButtonJustReleased is concurrent safe.
func IsGamepadJustDisconnected ¶
IsGamepadJustDisconnected returns a boolean value indicating whether the gamepad of the given id is released just in the current frame.
IsGamepadJustDisconnected is concurrent safe.
func IsKeyJustPressed ¶
IsKeyJustPressed returns a boolean value indicating whether the given key is pressed just in the current frame.
IsKeyJustPressed is concurrent safe.
func IsKeyJustReleased ¶
IsKeyJustReleased returns a boolean value indicating whether the given key is released just in the current frame.
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 frame.
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 frame.
IsMouseButtonJustReleased is concurrent safe.
func IsTouchJustReleased ¶
IsTouchJustReleased returns a boolean value indicating whether the given touch is released just in the current frame.
IsTouchJustReleased is concurrent safe.
func JustConnectedGamepadIDs ¶
func JustConnectedGamepadIDs() []int
JustConnectedGamepadIDs returns gamepad IDs that are connected just in the current frame.
JustConnectedGamepadIDs might return nil when there is no connected gamepad.
JustConnectedGamepadIDs is concurrent safe.
func JustPressedTouchIDs ¶
func JustPressedTouchIDs() []int
JustPressedTouchIDs returns touch IDs that are created just in the current frame.
JustPressedTouchIDs might return nil when there is not touch.
JustPressedTouchIDs is concurrent safe.
func KeyPressDuration ¶
KeyPressDuration returns how long the key is pressed in frames.
KeyPressDuration is concurrent safe.
func MouseButtonPressDuration ¶
func MouseButtonPressDuration(button ebiten.MouseButton) int
MouseButtonPressDuration returns how long the mouse button is pressed in frames.
MouseButtonPressDuration is concurrent safe.
func TouchPressDuration ¶
TouchPressDuration returns how long the touch remains in frames.
TouchPressDuration is concurrent safe.
Types ¶
This section is empty.