updated ebiten version from 2.7.9 to 2.9.9
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// Copyright 2025 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// Package inputstate provides APIs to access the input state for the current tick.
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// This package is for the ebiten package and the inpututil package.
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package inputstate
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import (
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"io/fs"
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"sync"
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"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
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var (
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theInputState inputState
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)
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type inputState struct {
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state ui.InputState
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m sync.Mutex
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}
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func Get() *inputState {
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return &theInputState
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}
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func (i *inputState) Update(fn func(*ui.InputState)) {
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i.m.Lock()
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defer i.m.Unlock()
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fn(&i.state)
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}
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func (i *inputState) AppendInputChars(runes []rune) []rune {
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i.m.Lock()
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defer i.m.Unlock()
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return append(runes, i.state.Runes...)
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}
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func (i *inputState) IsKeyPressed(key ui.Key) bool {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.IsKeyPressed(key, ui.Get().Tick())
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}
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func (i *inputState) IsKeyJustPressed(key ui.Key) bool {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.IsKeyJustPressed(key, ui.Get().Tick())
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}
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func (i *inputState) IsKeyJustReleased(key ui.Key) bool {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.IsKeyJustReleased(key, ui.Get().Tick())
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}
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func (i *inputState) KeyPressDuration(key ui.Key) int64 {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.KeyPressDuration(key, ui.Get().Tick())
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}
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func AppendPressedKeys[T ~int](keys []T) []T {
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theInputState.m.Lock()
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defer theInputState.m.Unlock()
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tick := ui.Get().Tick()
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for k := ui.Key(0); k <= ui.KeyMax; k++ {
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if !theInputState.state.IsKeyPressed(k, tick) {
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continue
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}
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keys = append(keys, T(k))
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}
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return keys
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}
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func AppendJustPressedKeys[T ~int](keys []T) []T {
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theInputState.m.Lock()
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defer theInputState.m.Unlock()
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tick := ui.Get().Tick()
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for k := ui.Key(0); k <= ui.KeyMax; k++ {
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if !theInputState.state.IsKeyJustPressed(k, tick) {
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continue
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}
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keys = append(keys, T(k))
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}
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return keys
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}
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func AppendJustReleasedKeys[T ~int](keys []T) []T {
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theInputState.m.Lock()
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defer theInputState.m.Unlock()
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tick := ui.Get().Tick()
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for k := ui.Key(0); k <= ui.KeyMax; k++ {
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if !theInputState.state.IsKeyJustReleased(k, tick) {
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continue
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}
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keys = append(keys, T(k))
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}
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return keys
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}
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func (i *inputState) IsMouseButtonPressed(mouseButton ui.MouseButton) bool {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.IsMouseButtonPressed(mouseButton, ui.Get().Tick())
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}
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func (i *inputState) IsMouseButtonJustPressed(mouseButton ui.MouseButton) bool {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.IsMouseButtonJustPressed(mouseButton, ui.Get().Tick())
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}
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func (i *inputState) IsMouseButtonJustReleased(mouseButton ui.MouseButton) bool {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.IsMouseButtonJustReleased(mouseButton, ui.Get().Tick())
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}
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func (i *inputState) MouseButtonPressDuration(mouseButton ui.MouseButton) int64 {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.MouseButtonPressDuration(mouseButton, ui.Get().Tick())
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}
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func (i *inputState) CursorPosition() (float64, float64) {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.CursorX, i.state.CursorY
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}
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func (i *inputState) Wheel() (float64, float64) {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.WheelX, i.state.WheelY
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}
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func AppendTouchIDs[T ~int](touches []T) []T {
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theInputState.m.Lock()
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defer theInputState.m.Unlock()
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for _, t := range theInputState.state.Touches {
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touches = append(touches, T(t.ID))
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}
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return touches
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}
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func (i *inputState) TouchPosition(id ui.TouchID) (int, int) {
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i.m.Lock()
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defer i.m.Unlock()
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for _, t := range i.state.Touches {
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if id != ui.TouchID(t.ID) {
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continue
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}
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return t.X, t.Y
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}
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return 0, 0
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}
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func (i *inputState) WindowBeingClosed() bool {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.WindowBeingClosed
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}
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func (i *inputState) DroppedFiles() fs.FS {
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i.m.Lock()
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defer i.m.Unlock()
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return i.state.DroppedFiles
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}
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