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internal/ui: use -overlay to provide the implementation for Nintendo Switch
Updates #2372
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@ -20,9 +20,7 @@
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extern "C" void ebitengine_UpdateGamepads() {}
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extern "C" void ebitengine_UpdateGamepads() {}
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extern "C" int ebitengine_GetGamepadCount() {
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extern "C" int ebitengine_GetGamepadCount() { return 0; }
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return 0;
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}
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extern "C" void ebitengine_GetGamepads(struct Gamepad *gamepads) {}
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extern "C" void ebitengine_GetGamepads(struct Gamepad *gamepads) {}
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@ -32,10 +32,6 @@ package nintendosdk
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// void EbitenGetScreenSize(int* width, int* height);
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// void EbitenGetScreenSize(int* width, int* height);
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// void EbitenBeginFrame();
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// void EbitenBeginFrame();
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// void EbitenEndFrame();
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// void EbitenEndFrame();
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//
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// // Input
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// int EbitenGetTouchNum();
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// void EbitenGetTouches(struct Touch* touches);
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import "C"
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import "C"
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type Touch struct {
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type Touch struct {
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@ -61,27 +57,3 @@ func BeginFrame() {
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func EndFrame() {
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func EndFrame() {
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C.EbitenEndFrame()
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C.EbitenEndFrame()
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}
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}
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var cTouches []C.struct_Touch
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func AppendTouches(touches []Touch) []Touch {
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n := int(C.EbitenGetTouchNum())
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cTouches = cTouches[:0]
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if cap(cTouches) < n {
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cTouches = append(cTouches, make([]C.struct_Touch, n)...)
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} else {
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cTouches = cTouches[:n]
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}
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if n > 0 {
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C.EbitenGetTouches(&cTouches[0])
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}
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for _, t := range cTouches {
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touches = append(touches, Touch{
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ID: int(t.id),
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X: int(t.x),
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Y: int(t.y),
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})
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}
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return touches
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}
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25
internal/ui/input_nintendosdk.cpp
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25
internal/ui/input_nintendosdk.cpp
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@ -0,0 +1,25 @@
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// Copyright 2023 The Ebitengine Authors
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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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//go:build nintendosdk
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// The actual implementaiton will be provided by -overlay.
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#include "input_nintendosdk.h"
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extern "C" void ebitengine_UpdateTouches() {}
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extern "C" int ebitengine_GetTouchCount() { return 0; }
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extern "C" void ebitengine_GetTouches(struct Touch *touches) {}
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@ -16,22 +16,33 @@
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package ui
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package ui
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import (
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// #cgo !darwin LDFLAGS: -Wl,-unresolved-symbols=ignore-all
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"github.com/hajimehoshi/ebiten/v2/internal/nintendosdk"
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// #cgo darwin LDFLAGS: -Wl,-undefined,dynamic_lookup
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)
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//
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// #include "input_nintendosdk.h"
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import "C"
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func (u *userInterfaceImpl) updateInputState() {
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func (u *userInterfaceImpl) updateInputState() {
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C.ebitengine_UpdateTouches()
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u.nativeTouches = u.nativeTouches[:0]
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u.nativeTouches = u.nativeTouches[:0]
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u.nativeTouches = nintendosdk.AppendTouches(u.nativeTouches)
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if n := int(C.ebitengine_GetTouchCount()); n > 0 {
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if cap(u.nativeTouches) < n {
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u.nativeTouches = make([]C.struct_Touch, n)
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} else {
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u.nativeTouches = u.nativeTouches[:n]
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}
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C.ebitengine_GetTouches(&u.nativeTouches[0])
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}
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for i := range u.inputState.Touches {
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for i := range u.inputState.Touches {
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u.inputState.Touches[i].Valid = false
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u.inputState.Touches[i].Valid = false
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}
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}
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for i, t := range u.nativeTouches {
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for i, t := range u.nativeTouches {
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x, y := u.context.clientPositionToLogicalPosition(float64(t.X), float64(t.Y), deviceScaleFactor)
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x, y := u.context.clientPositionToLogicalPosition(float64(t.x), float64(t.y), deviceScaleFactor)
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u.inputState.Touches[i] = Touch{
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u.inputState.Touches[i] = Touch{
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Valid: true,
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Valid: true,
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ID: TouchID(t.ID),
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ID: TouchID(t.id),
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X: int(x),
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X: int(x),
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Y: int(y),
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Y: int(y),
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}
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}
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33
internal/ui/input_nintendosdk.h
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33
internal/ui/input_nintendosdk.h
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@ -0,0 +1,33 @@
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// Copyright 2023 The Ebitengine Authors
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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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//go:build nintendosdk
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struct Touch {
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int id;
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int x;
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int y;
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};
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#ifdef __cplusplus
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extern "C" {
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#endif
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void ebitengine_UpdateTouches();
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int ebitengine_GetTouchCount();
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void ebitengine_GetTouches(struct Touch* touches);
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#ifdef __cplusplus
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} // extern "C"
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#endif
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@ -16,6 +16,9 @@
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package ui
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package ui
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// #include "input_nintendosdk.h"
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import "C"
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import (
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import (
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"runtime"
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"runtime"
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@ -55,7 +58,7 @@ type userInterfaceImpl struct {
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context *context
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context *context
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inputState InputState
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inputState InputState
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nativeTouches []nintendosdk.Touch
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nativeTouches []C.struct_Touch
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}
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}
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func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
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func (u *userInterfaceImpl) Run(game Game, options *RunOptions) error {
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