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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// +build android
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package mobile
import (
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"errors"
"runtime"
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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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Pause()
Resume()
TouchDown(x, y int)
TouchUp(x, y int)
TouchMove(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.
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)
return &eventDispatcher{}, nil
}
type eventDispatcher struct {
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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 {
runtime.LockOSThread()
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defer runtime.UnlockOSThread()
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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func (e *eventDispatcher) Pause() {
ui.Pause()
}
func (e *eventDispatcher) Resume() {
ui.Resume()
}
func (e *eventDispatcher) TouchDown(x, y int) {
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ui.TouchDown(x, y)
}
func (e *eventDispatcher) TouchUp(x, y int) {
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ui.TouchUp(x, y)
}
func (e *eventDispatcher) TouchMove(x, y int) {
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ui.TouchMove(x, y)
}