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162
mobile/compat.go
162
mobile/compat.go
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// Copyright 2016 Hajime Hoshi
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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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// +build android ios
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package mobile
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import (
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/mobile/ebitenmobileview"
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)
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type game struct {
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update func(*ebiten.Image) error
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width int
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height int
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}
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func (g *game) Update(screen *ebiten.Image) error {
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return g.update(screen)
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}
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func (g *game) Layout(viewWidth, viewHeight int) (screenWidth, screenHeight int) {
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return g.width, g.height
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}
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// Start starts the game and returns immediately.
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//
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// Deprecated: (as of 1.10.0) Use `ebitenmobile` command and `SetGame` instead.
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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 point on iOS).
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//
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// Start is concurrent-safe.
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//
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// The argument title is ignored. This is for backward compatibility.
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//
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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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ebitenmobileview.SetGame(&game{
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update: f,
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width: width,
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height: height,
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})
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// As the view layout is already determined, ignore the layout calculation at ebitenmobileview.
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w := float64(width) * scale
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h := float64(height) * scale
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ebitenmobileview.Layout(w, h)
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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.
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//
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// Deprecated: (as of 1.10.0) Use `ebitenmobile` command and `SetGame` instead.
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//
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// If Update is called before Start is called, Update panics.
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//
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// On Android, this should be called at onDrawFrame of Renderer (used by GLSurfaceView).
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//
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// On iOS, this should be called at glkView:drawInRect: of GLKViewDelegate.
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//
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// Update is concurrent-safe.
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//
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// Update returns error when 1) OpenGL error happens, or 2) f in Start returns error samely as ebiten.Run.
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func Update() error {
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return ebitenmobileview.Update()
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}
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// UpdateTouchesOnAndroid updates the touch state on Android.
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//
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// Deprecated: (as of 1.10.0) Use `ebitenmobile` command instead.
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//
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// This should be called with onTouchEvent of GLSurfaceView like this:
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//
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// private double mDeviceScale = 0.0;
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//
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// // pxToDp converts an value in pixels to dp.
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// private double pxToDp(double x) {
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// if (mDeviceScale == 0.0) {
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// mDeviceScale = getResources().getDisplayMetrics().density;
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// }
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// return x / mDeviceScale;
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// }
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//
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// @Override
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// public boolean onTouchEvent(MotionEvent e) {
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// for (int i = 0; i < e.getPointerCount(); i++) {
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// int id = e.getPointerId(i);
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// int x = (int)e.getX(i);
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// int y = (int)e.getY(i);
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// // Exported function for UpdateTouchesOnAndroid
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// YourGame.UpdateTouchesOnAndroid(e.getActionMasked(), id, (int)pxToDp(x), (int)pxToDp(y));
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// }
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// return true;
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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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// UpdateTouchesOnAndroid can be called even before Start is called.
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//
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// UpdateTouchesOnAndroid is concurrent-safe.
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//
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// For more details, see https://github.com/hajimehoshi/ebiten/v2/wiki/Android.
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func UpdateTouchesOnAndroid(action int, id int, x, y int) {
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ebitenmobileview.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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// Deprecated: (as of 1.10.0) Use `ebitenmobile` command instead.
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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 point.
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//
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// UpdateTouchesOnIOS can be called even before Start is called.
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//
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// UpdateTouchesOnIOS is concurrent-safe.
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//
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// For more details, see https://github.com/hajimehoshi/ebiten/v2/wiki/iOS.
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func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) {
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ebitenmobileview.UpdateTouchesOnIOS(phase, ptr, x, y)
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}
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@ -209,12 +209,6 @@ func UpdateTouchesOnAndroid(action int, id int, x, y int) {
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}
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}
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// UpdateTouchesOnIOS is a dummy function for backward compatibility.
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// UpdateTouchesOnIOS is called from ebiten/mobile package.
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func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) {
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panic("ebitenmobileview: updateTouchesOnIOSImpl must not be called on Android")
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}
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func OnKeyDownOnAndroid(keyCode int, unicodeChar int, source int, deviceID int) {
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switch {
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case source&sourceGamepad == sourceGamepad:
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@ -43,12 +43,6 @@ func getIDFromPtr(ptr int64) int {
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return id
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}
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// UpdateTouchesOnAndroid is a dummy function for backward compatibility.
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// UpdateTouchesOnAndroid is called from ebiten/mobile package.
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func UpdateTouchesOnAndroid(action int, id int, x, y int) {
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panic("ebitenmobileview: updateTouchesOnAndroid must not be called on iOS")
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}
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func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) {
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switch phase {
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case C.UITouchPhaseBegan, C.UITouchPhaseMoved, C.UITouchPhaseStationary:
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