updated ebiten version from 2.7.9 to 2.9.9

This commit is contained in:
2026-06-15 19:06:55 +02:00
parent 21edbc41c4
commit db1b625069
405 changed files with 31913 additions and 12595 deletions
+153 -266
View File
@@ -16,39 +16,32 @@
package inpututil
import (
"sort"
"slices"
"sync"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/internal/hook"
"github.com/hajimehoshi/ebiten/v2/internal/inputstate"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
)
type pos struct {
x int
y int
type gamepadState struct {
buttonDurations [ebiten.GamepadButtonMax + 1]int
standardButtonDurations [ebiten.StandardGamepadButtonMax + 1]int
}
type touchState struct {
duration int
x int
y int
}
type inputState struct {
keyDurations []int
prevKeyDurations []int
gamepadStates map[ebiten.GamepadID]gamepadState
prevGamepadStates map[ebiten.GamepadID]gamepadState
mouseButtonDurations map[ebiten.MouseButton]int
prevMouseButtonDurations map[ebiten.MouseButton]int
gamepadIDs map[ebiten.GamepadID]struct{}
prevGamepadIDs map[ebiten.GamepadID]struct{}
gamepadButtonDurations map[ebiten.GamepadID][]int
prevGamepadButtonDurations map[ebiten.GamepadID][]int
standardGamepadButtonDurations map[ebiten.GamepadID][]int
prevStandardGamepadButtonDurations map[ebiten.GamepadID][]int
touchIDs map[ebiten.TouchID]struct{}
touchDurations map[ebiten.TouchID]int
touchPositions map[ebiten.TouchID]pos
prevTouchDurations map[ebiten.TouchID]int
prevTouchPositions map[ebiten.TouchID]pos
touchStates map[ebiten.TouchID]touchState
prevTouchStates map[ebiten.TouchID]touchState
gamepadIDsBuf []ebiten.GamepadID
touchIDsBuf []ebiten.TouchID
@@ -57,26 +50,10 @@ type inputState struct {
}
var theInputState = &inputState{
keyDurations: make([]int, ebiten.KeyMax+1),
prevKeyDurations: make([]int, ebiten.KeyMax+1),
mouseButtonDurations: map[ebiten.MouseButton]int{},
prevMouseButtonDurations: map[ebiten.MouseButton]int{},
gamepadIDs: map[ebiten.GamepadID]struct{}{},
prevGamepadIDs: map[ebiten.GamepadID]struct{}{},
gamepadButtonDurations: map[ebiten.GamepadID][]int{},
prevGamepadButtonDurations: map[ebiten.GamepadID][]int{},
standardGamepadButtonDurations: map[ebiten.GamepadID][]int{},
prevStandardGamepadButtonDurations: map[ebiten.GamepadID][]int{},
touchIDs: map[ebiten.TouchID]struct{}{},
touchDurations: map[ebiten.TouchID]int{},
touchPositions: map[ebiten.TouchID]pos{},
prevTouchDurations: map[ebiten.TouchID]int{},
prevTouchPositions: map[ebiten.TouchID]pos{},
gamepadStates: map[ebiten.GamepadID]gamepadState{},
prevGamepadStates: map[ebiten.GamepadID]gamepadState{},
touchStates: map[ebiten.TouchID]touchState{},
prevTouchStates: map[ebiten.TouchID]touchState{},
}
func init() {
@@ -90,121 +67,64 @@ func (i *inputState) update() {
i.m.Lock()
defer i.m.Unlock()
// Keyboard
copy(i.prevKeyDurations, i.keyDurations)
for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
if ebiten.IsKeyPressed(k) {
i.keyDurations[k]++
} else {
i.keyDurations[k] = 0
}
}
// Mouse
for b := ebiten.MouseButton(0); b <= ebiten.MouseButtonMax; b++ {
i.prevMouseButtonDurations[b] = i.mouseButtonDurations[b]
if ebiten.IsMouseButtonPressed(b) {
i.mouseButtonDurations[b]++
} else {
i.mouseButtonDurations[b] = 0
}
}
// Gamepads
// Copy the gamepad IDs.
for id := range i.prevGamepadIDs {
delete(i.prevGamepadIDs, id)
}
for id := range i.gamepadIDs {
i.prevGamepadIDs[id] = struct{}{}
// Copy the gamepad states.
clear(i.prevGamepadStates)
for id, s := range i.gamepadStates {
i.prevGamepadStates[id] = s
}
// Copy the gamepad button durations.
for id := range i.prevGamepadButtonDurations {
delete(i.prevGamepadButtonDurations, id)
}
for id, ds := range i.gamepadButtonDurations {
i.prevGamepadButtonDurations[id] = append([]int{}, ds...)
}
for id := range i.prevStandardGamepadButtonDurations {
delete(i.prevStandardGamepadButtonDurations, id)
}
for id, ds := range i.standardGamepadButtonDurations {
i.prevStandardGamepadButtonDurations[id] = append([]int{}, ds...)
}
for id := range i.gamepadIDs {
delete(i.gamepadIDs, id)
}
i.gamepadIDsBuf = ebiten.AppendGamepadIDs(i.gamepadIDsBuf[:0])
for _, id := range i.gamepadIDsBuf {
i.gamepadIDs[id] = struct{}{}
state := i.gamepadStates[id]
if _, ok := i.gamepadButtonDurations[id]; !ok {
i.gamepadButtonDurations[id] = make([]int, ebiten.GamepadButtonMax+1)
}
for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
if ebiten.IsGamepadButtonPressed(id, b) {
i.gamepadButtonDurations[id][b]++
for b := range i.gamepadStates[id].buttonDurations {
if ebiten.IsGamepadButtonPressed(id, ebiten.GamepadButton(b)) {
state.buttonDurations[b]++
} else {
i.gamepadButtonDurations[id][b] = 0
state.buttonDurations[b] = 0
}
}
if _, ok := i.standardGamepadButtonDurations[id]; !ok {
i.standardGamepadButtonDurations[id] = make([]int, ebiten.StandardGamepadButtonMax+1)
}
for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
if ebiten.IsStandardGamepadButtonPressed(id, b) {
i.standardGamepadButtonDurations[id][b]++
for b := range i.gamepadStates[id].standardButtonDurations {
if ebiten.IsStandardGamepadButtonPressed(id, ebiten.StandardGamepadButton(b)) {
state.standardButtonDurations[b]++
} else {
i.standardGamepadButtonDurations[id][b] = 0
state.standardButtonDurations[b] = 0
}
}
i.gamepadStates[id] = state
}
for id := range i.gamepadButtonDurations {
if _, ok := i.gamepadIDs[id]; !ok {
delete(i.gamepadButtonDurations, id)
}
}
for id := range i.standardGamepadButtonDurations {
if _, ok := i.gamepadIDs[id]; !ok {
delete(i.standardGamepadButtonDurations, id)
// Remove disconnected gamepads.
for id := range i.gamepadStates {
if !slices.Contains(i.gamepadIDsBuf, id) {
delete(i.gamepadStates, id)
}
}
// Touches
// Copy the touch durations and positions.
for id := range i.prevTouchDurations {
delete(i.prevTouchDurations, id)
}
for id := range i.touchDurations {
i.prevTouchDurations[id] = i.touchDurations[id]
}
for id := range i.prevTouchPositions {
delete(i.prevTouchPositions, id)
}
for id := range i.touchPositions {
i.prevTouchPositions[id] = i.touchPositions[id]
clear(i.prevTouchStates)
for id, state := range i.touchStates {
i.prevTouchStates[id] = state
}
for id := range i.touchIDs {
delete(i.touchIDs, id)
}
i.touchIDsBuf = ebiten.AppendTouchIDs(i.touchIDsBuf[:0])
for _, id := range i.touchIDsBuf {
i.touchIDs[id] = struct{}{}
i.touchDurations[id]++
x, y := ebiten.TouchPosition(id)
i.touchPositions[id] = pos{x: x, y: y}
state := i.touchStates[id]
state.duration++
state.x, state.y = ebiten.TouchPosition(id)
i.touchStates[id] = state
}
for id := range i.touchDurations {
if _, ok := i.touchIDs[id]; !ok {
delete(i.touchDurations, id)
delete(i.touchPositions, id)
// Remove released touches.
for id := range i.touchStates {
if !slices.Contains(i.touchIDsBuf, id) {
delete(i.touchStates, id)
}
}
}
@@ -216,16 +136,7 @@ func (i *inputState) update() {
//
// AppendPressedKeys is concurrent safe.
func AppendPressedKeys(keys []ebiten.Key) []ebiten.Key {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
for i, d := range theInputState.keyDurations {
if d == 0 {
continue
}
keys = append(keys, ebiten.Key(i))
}
return keys
return inputstate.AppendPressedKeys(keys)
}
// PressedKeys returns a set of currently pressed keyboard keys.
@@ -244,16 +155,7 @@ func PressedKeys() []ebiten.Key {
//
// AppendJustPressedKeys is concurrent safe.
func AppendJustPressedKeys(keys []ebiten.Key) []ebiten.Key {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
for i, d := range theInputState.keyDurations {
if d != 1 {
continue
}
keys = append(keys, ebiten.Key(i))
}
return keys
return inputstate.AppendJustPressedKeys(keys)
}
// AppendJustReleasedKeys append just released keyboard keys to keys and returns the extended buffer.
@@ -263,19 +165,7 @@ func AppendJustPressedKeys(keys []ebiten.Key) []ebiten.Key {
//
// AppendJustReleasedKeys is concurrent safe.
func AppendJustReleasedKeys(keys []ebiten.Key) []ebiten.Key {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
if theInputState.keyDurations[k] != 0 {
continue
}
if theInputState.prevKeyDurations[k] == 0 {
continue
}
keys = append(keys, k)
}
return keys
return inputstate.AppendJustReleasedKeys(keys)
}
// IsKeyJustPressed returns a boolean value indicating
@@ -285,7 +175,7 @@ func AppendJustReleasedKeys(keys []ebiten.Key) []ebiten.Key {
//
// IsKeyJustPressed is concurrent safe.
func IsKeyJustPressed(key ebiten.Key) bool {
return KeyPressDuration(key) == 1
return inputstate.Get().IsKeyJustPressed(ui.Key(key))
}
// IsKeyJustReleased returns a boolean value indicating
@@ -295,10 +185,7 @@ func IsKeyJustPressed(key ebiten.Key) bool {
//
// IsKeyJustReleased is concurrent safe.
func IsKeyJustReleased(key ebiten.Key) bool {
theInputState.m.RLock()
r := theInputState.keyDurations[key] == 0 && theInputState.prevKeyDurations[key] > 0
theInputState.m.RUnlock()
return r
return inputstate.Get().IsKeyJustReleased(ui.Key(key))
}
// KeyPressDuration returns how long the key is pressed in ticks (Update).
@@ -307,10 +194,7 @@ func IsKeyJustReleased(key ebiten.Key) bool {
//
// KeyPressDuration is concurrent safe.
func KeyPressDuration(key ebiten.Key) int {
theInputState.m.RLock()
s := theInputState.keyDurations[key]
theInputState.m.RUnlock()
return s
return int(inputstate.Get().KeyPressDuration(ui.Key(key)))
}
// IsMouseButtonJustPressed returns a boolean value indicating
@@ -320,7 +204,7 @@ func KeyPressDuration(key ebiten.Key) int {
//
// IsMouseButtonJustPressed is concurrent safe.
func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
return MouseButtonPressDuration(button) == 1
return inputstate.Get().IsMouseButtonJustPressed(ui.MouseButton(button))
}
// IsMouseButtonJustReleased returns a boolean value indicating
@@ -330,11 +214,7 @@ func IsMouseButtonJustPressed(button ebiten.MouseButton) bool {
//
// IsMouseButtonJustReleased is concurrent safe.
func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
theInputState.m.RLock()
r := theInputState.mouseButtonDurations[button] == 0 &&
theInputState.prevMouseButtonDurations[button] > 0
theInputState.m.RUnlock()
return r
return inputstate.Get().IsMouseButtonJustReleased(ui.MouseButton(button))
}
// MouseButtonPressDuration returns how long the mouse button is pressed in ticks (Update).
@@ -343,10 +223,7 @@ func IsMouseButtonJustReleased(button ebiten.MouseButton) bool {
//
// MouseButtonPressDuration is concurrent safe.
func MouseButtonPressDuration(button ebiten.MouseButton) int {
theInputState.m.RLock()
s := theInputState.mouseButtonDurations[button]
theInputState.m.RUnlock()
return s
return int(inputstate.Get().MouseButtonPressDuration(ui.MouseButton(button)))
}
// AppendJustConnectedGamepadIDs appends gamepad IDs that are connected just in the current tick to gamepadIDs,
@@ -357,18 +234,17 @@ func MouseButtonPressDuration(button ebiten.MouseButton) int {
//
// AppendJustConnectedGamepadIDs is concurrent safe.
func AppendJustConnectedGamepadIDs(gamepadIDs []ebiten.GamepadID) []ebiten.GamepadID {
origLen := len(gamepadIDs)
theInputState.m.RLock()
for id := range theInputState.gamepadIDs {
if _, ok := theInputState.prevGamepadIDs[id]; !ok {
defer theInputState.m.RUnlock()
origLen := len(gamepadIDs)
for id := range theInputState.gamepadStates {
if _, ok := theInputState.prevGamepadStates[id]; !ok {
gamepadIDs = append(gamepadIDs, id)
}
}
theInputState.m.RUnlock()
s := gamepadIDs[origLen:]
sort.Slice(s, func(a, b int) bool {
return s[a] < s[b]
})
slices.Sort(gamepadIDs[origLen:])
return gamepadIDs
}
@@ -389,10 +265,11 @@ func JustConnectedGamepadIDs() []ebiten.GamepadID {
// IsGamepadJustDisconnected is concurrent safe.
func IsGamepadJustDisconnected(id ebiten.GamepadID) bool {
theInputState.m.RLock()
_, prev := theInputState.prevGamepadIDs[id]
_, current := theInputState.gamepadIDs[id]
theInputState.m.RUnlock()
return prev && !current
defer theInputState.m.RUnlock()
_, current := theInputState.gamepadStates[id]
_, prev := theInputState.prevGamepadStates[id]
return !current && prev
}
// AppendPressedGamepadButtons append currently pressed gamepad buttons to buttons and returns the extended buffer.
@@ -405,11 +282,12 @@ func AppendPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.GamepadBu
theInputState.m.RLock()
defer theInputState.m.RUnlock()
if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
state, ok := theInputState.gamepadStates[id]
if !ok {
return buttons
}
for b, d := range theInputState.gamepadButtonDurations[id] {
for b, d := range state.buttonDurations {
if d == 0 {
continue
}
@@ -429,11 +307,12 @@ func AppendJustPressedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.Gamep
theInputState.m.RLock()
defer theInputState.m.RUnlock()
if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
state, ok := theInputState.gamepadStates[id]
if !ok {
return buttons
}
for b, d := range theInputState.gamepadButtonDurations[id] {
for b, d := range state.buttonDurations {
if d != 1 {
continue
}
@@ -453,23 +332,23 @@ func AppendJustReleasedGamepadButtons(id ebiten.GamepadID, buttons []ebiten.Game
theInputState.m.RLock()
defer theInputState.m.RUnlock()
if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
state, ok := theInputState.gamepadStates[id]
if !ok {
return buttons
}
if _, ok := theInputState.prevGamepadButtonDurations[id]; !ok {
prevState, ok := theInputState.prevGamepadStates[id]
if !ok {
return buttons
}
for b := ebiten.GamepadButton(0); b <= ebiten.GamepadButtonMax; b++ {
if theInputState.gamepadButtonDurations[id][b] == 0 {
for b := range state.buttonDurations {
if state.buttonDurations[b] != 0 {
continue
}
if theInputState.prevGamepadButtonDurations[id][b] > 0 {
if prevState.buttonDurations[b] == 0 {
continue
}
buttons = append(buttons, b)
buttons = append(buttons, ebiten.GamepadButton(b))
}
return buttons
@@ -493,16 +372,18 @@ func IsGamepadButtonJustPressed(id ebiten.GamepadID, button ebiten.GamepadButton
// IsGamepadButtonJustReleased is concurrent safe.
func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButton) bool {
theInputState.m.RLock()
prev := 0
if _, ok := theInputState.prevGamepadButtonDurations[id]; ok {
prev = theInputState.prevGamepadButtonDurations[id][button]
defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id]
if !ok {
return false
}
current := 0
if _, ok := theInputState.gamepadButtonDurations[id]; ok {
current = theInputState.gamepadButtonDurations[id][button]
prevState, ok := theInputState.prevGamepadStates[id]
if !ok {
return false
}
theInputState.m.RUnlock()
return current == 0 && prev > 0
return state.buttonDurations[button] == 0 && prevState.buttonDurations[button] > 0
}
// GamepadButtonPressDuration returns how long the gamepad button of the gamepad id is pressed in ticks (Update).
@@ -512,12 +393,14 @@ func IsGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.GamepadButto
// GamepadButtonPressDuration is concurrent safe.
func GamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.GamepadButton) int {
theInputState.m.RLock()
s := 0
if _, ok := theInputState.gamepadButtonDurations[id]; ok {
s = theInputState.gamepadButtonDurations[id][button]
defer theInputState.m.RUnlock()
state, ok := theInputState.gamepadStates[id]
if !ok {
return 0
}
theInputState.m.RUnlock()
return s
return state.buttonDurations[button]
}
// AppendPressedStandardGamepadButtons append currently pressed standard gamepad buttons to buttons and returns the extended buffer.
@@ -530,15 +413,16 @@ func AppendPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebiten.S
theInputState.m.RLock()
defer theInputState.m.RUnlock()
if _, ok := theInputState.standardGamepadButtonDurations[id]; !ok {
state, ok := theInputState.gamepadStates[id]
if !ok {
return buttons
}
for b, d := range theInputState.standardGamepadButtonDurations[id] {
for i, d := range state.standardButtonDurations {
if d == 0 {
continue
}
buttons = append(buttons, ebiten.StandardGamepadButton(b))
buttons = append(buttons, ebiten.StandardGamepadButton(i))
}
return buttons
@@ -554,11 +438,12 @@ func AppendJustPressedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebit
theInputState.m.RLock()
defer theInputState.m.RUnlock()
if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
state, ok := theInputState.gamepadStates[id]
if !ok {
return buttons
}
for b, d := range theInputState.standardGamepadButtonDurations[id] {
for b, d := range state.standardButtonDurations {
if d != 1 {
continue
}
@@ -578,23 +463,23 @@ func AppendJustReleasedStandardGamepadButtons(id ebiten.GamepadID, buttons []ebi
theInputState.m.RLock()
defer theInputState.m.RUnlock()
if _, ok := theInputState.gamepadButtonDurations[id]; !ok {
state, ok := theInputState.gamepadStates[id]
if !ok {
return buttons
}
if _, ok := theInputState.prevGamepadButtonDurations[id]; !ok {
prevState, ok := theInputState.prevGamepadStates[id]
if !ok {
return buttons
}
for b := ebiten.StandardGamepadButton(0); b <= ebiten.StandardGamepadButtonMax; b++ {
if theInputState.standardGamepadButtonDurations[id][b] == 0 {
for b := range state.standardButtonDurations {
if state.standardButtonDurations[b] != 0 {
continue
}
if theInputState.prevStandardGamepadButtonDurations[id][b] > 0 {
if prevState.standardButtonDurations[b] == 0 {
continue
}
buttons = append(buttons, b)
buttons = append(buttons, ebiten.StandardGamepadButton(b))
}
return buttons
@@ -620,15 +505,16 @@ func IsStandardGamepadButtonJustReleased(id ebiten.GamepadID, button ebiten.Stan
theInputState.m.RLock()
defer theInputState.m.RUnlock()
var prev int
if _, ok := theInputState.prevStandardGamepadButtonDurations[id]; ok {
prev = theInputState.prevStandardGamepadButtonDurations[id][button]
state, ok := theInputState.gamepadStates[id]
if !ok {
return false
}
var current int
if _, ok := theInputState.standardGamepadButtonDurations[id]; ok {
current = theInputState.standardGamepadButtonDurations[id][button]
prevState, ok := theInputState.prevGamepadStates[id]
if !ok {
return false
}
return current == 0 && prev > 0
return state.standardButtonDurations[button] == 0 && prevState.standardButtonDurations[button] > 0
}
// StandardGamepadButtonPressDuration returns how long the standard gamepad button of the gamepad id is pressed in ticks (Update).
@@ -640,10 +526,12 @@ func StandardGamepadButtonPressDuration(id ebiten.GamepadID, button ebiten.Stand
theInputState.m.RLock()
defer theInputState.m.RUnlock()
if _, ok := theInputState.standardGamepadButtonDurations[id]; ok {
return theInputState.standardGamepadButtonDurations[id][button]
state, ok := theInputState.gamepadStates[id]
if !ok {
return 0
}
return 0
return state.standardButtonDurations[button]
}
// AppendJustPressedTouchIDs append touch IDs that are created just in the current tick to touchIDs,
@@ -658,17 +546,14 @@ func AppendJustPressedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
defer theInputState.m.RUnlock()
origLen := len(touchIDs)
for id, s := range theInputState.touchDurations {
if s == 1 {
touchIDs = append(touchIDs, id)
for id, state := range theInputState.touchStates {
if state.duration != 1 {
continue
}
touchIDs = append(touchIDs, id)
}
s := touchIDs[origLen:]
sort.Slice(s, func(a, b int) bool {
return s[a] < s[b]
})
slices.Sort(touchIDs[origLen:])
return touchIDs
}
@@ -693,17 +578,18 @@ func AppendJustReleasedTouchIDs(touchIDs []ebiten.TouchID) []ebiten.TouchID {
defer theInputState.m.RUnlock()
origLen := len(touchIDs)
for id := range theInputState.prevTouchDurations {
if theInputState.touchDurations[id] == 0 && theInputState.prevTouchDurations[id] > 0 {
touchIDs = append(touchIDs, id)
// Iterate prevTouchStates instead of touchStates since touchStates doesn't have released touches.
for id, state := range theInputState.prevTouchStates {
if state.duration == 0 {
continue
}
if theInputState.touchStates[id].duration != 0 {
continue
}
touchIDs = append(touchIDs, id)
}
s := touchIDs[origLen:]
sort.Slice(s, func(a, b int) bool {
return s[a] < s[b]
})
slices.Sort(touchIDs[origLen:])
return touchIDs
}
@@ -717,7 +603,9 @@ func IsTouchJustReleased(id ebiten.TouchID) bool {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
return theInputState.touchDurations[id] == 0 && theInputState.prevTouchDurations[id] > 0
current := theInputState.touchStates[id]
prev := theInputState.prevTouchStates[id]
return current.duration == 0 && prev.duration > 0
}
// TouchPressDuration returns how long the touch remains in ticks (Update).
@@ -727,9 +615,8 @@ func IsTouchJustReleased(id ebiten.TouchID) bool {
// TouchPressDuration is concurrent safe.
func TouchPressDuration(id ebiten.TouchID) int {
theInputState.m.RLock()
s := theInputState.touchDurations[id]
theInputState.m.RUnlock()
return s
defer theInputState.m.RUnlock()
return theInputState.touchStates[id].duration
}
// TouchPositionInPreviousTick returns the position in the previous tick.
@@ -742,6 +629,6 @@ func TouchPositionInPreviousTick(id ebiten.TouchID) (int, int) {
theInputState.m.RLock()
defer theInputState.m.RUnlock()
p := theInputState.prevTouchPositions[id]
return p.x, p.y
state := theInputState.prevTouchStates[id]
return state.x, state.y
}