ebiten/mobile/run.go

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// Copyright 2016 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
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// TODO: Fix build tags to show comment docs on any platforms
// +build android ios darwin,arm darwin,arm64
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package mobile
import (
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"errors"
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"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/internal/ui"
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)
var chError <-chan error
type EventDispatcher interface {
SetScreenSize(width, height int)
SetScreenScale(scale int)
Render() error
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UpdateTouchesOnAndroid(action int, id int, x, y int)
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UpdateTouchesOnIOS(phase int, ptr int, x, y int)
}
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// Start starts the game and returns immediately.
//
// Different from ebiten.Run, this invokes only the game loop and not the main (UI) loop.
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func Start(f func(*ebiten.Image) error, width, height, scale int, title string) (EventDispatcher, error) {
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chError = ebiten.RunWithoutMainLoop(f, width, height, scale, title)
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return &eventDispatcher{
touches: map[int]position{},
}, nil
}
type position struct {
x int
y int
}
type eventDispatcher struct {
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touches map[int]position
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}
func (e *eventDispatcher) SetScreenSize(width, height int) {
ui.CurrentUI().SetScreenSize(width, height)
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}
func (e *eventDispatcher) SetScreenScale(scale int) {
ui.CurrentUI().SetScreenScale(scale)
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}
func (e *eventDispatcher) Render() error {
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if chError == nil {
return errors.New("mobile: chError must not be nil: Start is not called yet?")
}
return ui.Render(chError)
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}
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// touch implements ui.Touch.
type touch struct {
id int
position position
}
func (t touch) ID() int {
return t.id
}
func (t touch) Position() (int, int) {
// TODO: Is this OK to adjust the position here?
return t.position.x / ui.CurrentUI().ScreenScale(),
t.position.y / ui.CurrentUI().ScreenScale()
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}
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// UpdateTouchesOnAndroid updates the touch state on Android.
//
// This should be called with onTouchEvent of GLSurfaceView like this:
//
// @Override
// public boolean onTouchEvent(MotionEvent e) {
// for (int i = 0; i < e.getPointerCount(); i++) {
// int id = e.getPointerId(i);
// int x = (int)e.getX(i);
// int y = (int)e.getY(i);
// YourGame.CurrentEventDispatcher().UpdateTouchesOnAndroid(e.getActionMasked(), id, x, y);
// }
// return true;
// }
func (e *eventDispatcher) UpdateTouchesOnAndroid(action int, id int, x, y int) {
switch action {
case 0x00, 0x05, 0x02: // ACTION_DOWN, ACTION_POINTER_DOWN, ACTION_MOVE
e.touches[id] = position{x, y}
e.updateTouches()
case 0x01, 0x06: // ACTION_UP, ACTION_POINTER_UP
delete(e.touches, id)
e.updateTouches()
}
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}
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func (e *eventDispatcher) UpdateTouchesOnIOS(phase int, ptr int, x, y int) {
e.updateTouchesOnIOSImpl(phase, ptr, x, y)
}
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func (e *eventDispatcher) updateTouches() {
ts := []ui.Touch{}
for id, position := range e.touches {
ts = append(ts, touch{id, position})
}
ui.UpdateTouches(ts)
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}