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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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// Package mobile provides functions for mobile platforms (Android and iOS).
//
// For usage, see https://github.com/hajimehoshi/ebiten/wiki/Mobile, https://github.com/hajimehoshi/ebiten/wiki/Android and https://github.com/hajimehoshi/ebiten/wiki/iOS.
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package mobile
import (
"github.com/hajimehoshi/ebiten"
)
// 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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//
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// The unit of width/height is device-independent pixel (dp on Android and point on iOS).
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//
// Start always returns nil as of 1.5.0-alpha.
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func Start ( f func ( * ebiten . Image ) error , width , height int , scale float64 , title string ) error {
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start ( f , width , height , scale , title )
return nil
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}
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// Update updates and renders the game.
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// This should be called on every frame.
//
// On Android, this should be called at onDrawFrame of Renderer (used by GLSurfaceView).
//
// On iOS, this should be called at glkView:drawInRect: of GLKViewDelegate.
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func Update ( ) error {
return update ( )
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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:
//
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// private double mDeviceScale = 0.0;
//
// // pxToDp converts an value in pixels to dp.
// private double pxToDp(double x) {
// if (mDeviceScale == 0.0) {
// mDeviceScale = getResources().getDisplayMetrics().density;
// }
// return x / mDeviceScale;
// }
//
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// @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);
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// // Exported function for UpdateTouchesOnAndroid
// YourGame.UpdateTouchesOnAndroid(e.getActionMasked(), id, (int)pxToDp(x), (int)pxToDp(y));
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// }
// return true;
// }
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//
// The coodinate x/y is in dp.
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//
// For more details, see https://github.com/hajimehoshi/ebiten/wiki/Android.
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func UpdateTouchesOnAndroid ( action int , id int , x , y int ) {
updateTouchesOnAndroid ( action , id , x , y )
}
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// UpdateTouchesOnIOS updates the touch state on iOS.
//
// This should be called with touch handlers of UIViewController like this:
//
// - (GLKView*)glkView {
// return (GLKView*)[self.view viewWithTag:100];
// }
// - (void)updateTouches:(NSSet*)touches {
// for (UITouch* touch in touches) {
// if (touch.view != [self glkView]) {
// continue;
// }
// CGPoint location = [touch locationInView: [self glkView]];
// // Exported function for UpdateTouchesOnIOS
// YourGameUpdateTouchesOnIOS(touch.phase, (int64_t)touch, location.x, location.y);
// }
// }
// - (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
// [self updateTouches:touches];
// }
// - (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
// [self updateTouches:touches];
// }
// - (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
// [self updateTouches:touches];
// }
// - (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event {
// [self updateTouches:touches];
// }
//
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// The coodinate x/y is in point.
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//
// For more details, see https://github.com/hajimehoshi/ebiten/wiki/iOS.
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func UpdateTouchesOnIOS ( phase int , ptr int64 , x , y int ) {
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updateTouchesOnIOSImpl ( phase , ptr , x , y )
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}