2016-05-18 18:50:43 +02:00
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// Copyright 2016 Hajime Hoshi
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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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2016-06-20 17:51:51 +02:00
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// TODO: Fix build tags to show comment docs on any platforms
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// +build android ios darwin,arm darwin,arm64
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2016-05-18 18:49:57 +02:00
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package mobile
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import (
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2016-05-19 16:37:58 +02:00
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"errors"
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2016-05-18 20:17:50 +02:00
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2016-05-18 18:49:57 +02:00
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"github.com/hajimehoshi/ebiten"
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2016-05-18 20:17:50 +02:00
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"github.com/hajimehoshi/ebiten/internal/ui"
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2016-05-18 18:49:57 +02:00
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)
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var chError <-chan error
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2016-05-22 19:44:28 +02:00
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type EventDispatcher interface {
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SetScreenSize(width, height int)
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SetScreenScale(scale int)
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Render() error
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2016-06-14 11:43:27 +02:00
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UpdateTouchesOnAndroid(action int, id int, x, y int)
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2016-06-20 17:41:55 +02:00
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UpdateTouchesOnIOS(phase int, ptr int, x, y int)
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2016-05-22 19:44:28 +02:00
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}
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2016-05-18 18:49:57 +02:00
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// Start starts the game and returns immediately.
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//
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// Different from ebiten.Run, this invokes only the game loop and not the main (UI) loop.
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2016-05-28 12:00:50 +02:00
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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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2016-05-28 16:15:28 +02:00
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return &eventDispatcher{
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touches: map[int]position{},
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}, nil
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}
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type position struct {
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x int
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y int
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}
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type eventDispatcher struct {
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touches map[int]position
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}
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2016-05-22 19:44:28 +02:00
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func (e *eventDispatcher) SetScreenSize(width, height int) {
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ui.CurrentUI().SetScreenSize(width, height)
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}
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2016-05-22 19:44:28 +02:00
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func (e *eventDispatcher) SetScreenScale(scale int) {
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ui.CurrentUI().SetScreenScale(scale)
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2016-05-18 18:49:57 +02:00
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}
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2016-05-22 19:44:28 +02:00
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func (e *eventDispatcher) Render() error {
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if chError == nil {
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return errors.New("mobile: chError must not be nil: Start is not called yet?")
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}
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return ui.Render(chError)
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2016-05-18 18:49:57 +02:00
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}
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2016-05-22 19:06:01 +02:00
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2016-05-28 16:15:28 +02:00
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// touch implements ui.Touch.
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type touch struct {
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id int
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position position
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}
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func (t touch) ID() int {
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return t.id
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}
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func (t touch) Position() (int, int) {
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// TODO: Is this OK to adjust the position here?
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return t.position.x / ui.CurrentUI().ScreenScale(),
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t.position.y / ui.CurrentUI().ScreenScale()
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2016-05-22 19:06:01 +02:00
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}
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2016-06-14 11:43:27 +02:00
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// UpdateTouchesOnAndroid updates the touch state on Android.
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//
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// This should be called with onTouchEvent of GLSurfaceView like this:
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//
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// @Override
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// public boolean onTouchEvent(MotionEvent e) {
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// for (int i = 0; i < e.getPointerCount(); i++) {
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// int id = e.getPointerId(i);
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// int x = (int)e.getX(i);
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// int y = (int)e.getY(i);
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// YourGame.CurrentEventDispatcher().UpdateTouchesOnAndroid(e.getActionMasked(), id, x, y);
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// }
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// return true;
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// }
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func (e *eventDispatcher) UpdateTouchesOnAndroid(action int, id int, x, y int) {
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switch action {
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case 0x00, 0x05, 0x02: // ACTION_DOWN, ACTION_POINTER_DOWN, ACTION_MOVE
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e.touches[id] = position{x, y}
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e.updateTouches()
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case 0x01, 0x06: // ACTION_UP, ACTION_POINTER_UP
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delete(e.touches, id)
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e.updateTouches()
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}
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2016-05-28 16:15:28 +02:00
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}
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2016-06-20 17:41:55 +02:00
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func (e *eventDispatcher) UpdateTouchesOnIOS(phase int, ptr int, x, y int) {
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e.updateTouchesOnIOSImpl(phase, ptr, x, y)
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}
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2016-05-28 16:15:28 +02:00
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func (e *eventDispatcher) updateTouches() {
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ts := []ui.Touch{}
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for id, position := range e.touches {
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ts = append(ts, touch{id, position})
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}
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ui.UpdateTouches(ts)
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2016-05-22 19:06:01 +02:00
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}
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