mobile: Fix comments

This commit is contained in:
Hajime Hoshi 2017-04-18 02:32:51 +09:00
parent 858824821f
commit 5c8cbab017

View File

@ -22,7 +22,7 @@ import (
//
// Different from ebiten.Run, this invokes only the game loop and not the main (UI) loop.
//
// The unit of width/height is device-independent pixel (dp on Android and pointer on iOS).
// The unit of width/height is device-independent pixel (dp on Android and point on iOS).
func Start(f func(*ebiten.Image) error, width, height int, scale float64, title string) error {
return start(f, width, height, scale, title)
}
@ -54,10 +54,45 @@ func Update() error {
// }
//
// The coodinate x/y is in dp.
//
// For more details, see https://github.com/hajimehoshi/ebiten/wiki/Android.
func UpdateTouchesOnAndroid(action int, id int, x, y int) {
updateTouchesOnAndroid(action, id, x, y)
}
// 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];
// }
//
// The coodinate x/y is in points.
//
// For more details, see https://github.com/hajimehoshi/ebiten/wiki/iOS.
func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) {
updateTouchesOnIOSImpl(phase, ptr, x, y)
}