Documentation ¶
Index ¶
- func AnyGamepadAbstractButtonPressed(i *Input) bool
- type Input
- func (i *Input) IsAnyGamepadButtonPressed() bool
- func (i *Input) IsRotateLeftJustPressed() bool
- func (i *Input) IsRotateRightJustPressed() bool
- func (i *Input) StateForDown() int
- func (i *Input) StateForKey(key ebiten.Key) int
- func (i *Input) StateForLeft() int
- func (i *Input) StateForRight() int
- func (i *Input) Update()
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func AnyGamepadAbstractButtonPressed ¶
AnyGamepadAbstractButtonPressed returns the specified button was pressed or not.
Types ¶
type Input ¶
type Input struct {
// contains filtered or unexported fields
}
Input manages the input state including gamepads and keyboards.
func (*Input) IsAnyGamepadButtonPressed ¶
IsAnyGamepadButtonPressed returns a boolean value indicating whether any gamepad button is pressed.
func (*Input) IsRotateLeftJustPressed ¶
IsRotateLeftJustPressed check the left rotate was pressed or not.
func (*Input) IsRotateRightJustPressed ¶
IsRotateRightJustPressed check the right rotate was pressed or not.
func (*Input) StateForDown ¶
StateForDown returns the count of the down button was pressed.
func (*Input) StateForKey ¶
StateForKey returns time length indicating how long the key is pressed.
func (*Input) StateForLeft ¶
StateForLeft returns the count of the left button was pressed.
func (*Input) StateForRight ¶
StateForRight returns the count of the right button was pressed.
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