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mobile: Fix comments
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@ -22,7 +22,7 @@ import (
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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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//
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// The unit of width/height is device-independent pixel (dp on Android and pointer on iOS).
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// The unit of width/height is device-independent pixel (dp on Android and point on iOS).
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func Start(f func(*ebiten.Image) error, width, height int, scale float64, title string) error {
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return start(f, width, height, scale, title)
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}
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@ -54,10 +54,45 @@ func Update() error {
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// }
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//
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// The coodinate x/y is in dp.
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//
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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) {
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updateTouchesOnAndroid(action, id, x, y)
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}
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// UpdateTouchesOnIOS updates the touch state on iOS.
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//
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// This should be called with touch handlers of UIViewController like this:
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//
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// - (GLKView*)glkView {
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// return (GLKView*)[self.view viewWithTag:100];
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// }
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// - (void)updateTouches:(NSSet*)touches {
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// for (UITouch* touch in touches) {
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// if (touch.view != [self glkView]) {
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// continue;
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// }
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// CGPoint location = [touch locationInView: [self glkView]];
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// // Exported function for UpdateTouchesOnIOS
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// YourGameUpdateTouchesOnIOS(touch.phase, (int64_t)touch, location.x, location.y);
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// }
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// }
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// - (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
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// [self updateTouches:touches];
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// }
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// - (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
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// [self updateTouches:touches];
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// }
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// - (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
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// [self updateTouches:touches];
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// }
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// - (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event {
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// [self updateTouches:touches];
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// }
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//
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// The coodinate x/y is in points.
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//
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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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}
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