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https://github.com/hajimehoshi/ebiten.git
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mobile: Multitouches (#101)
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parent
405ad9a136
commit
e4ca01db31
@ -131,9 +131,9 @@ func Update(screen *ebiten.Image) error {
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return err
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}
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msg := ""
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if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
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x, y := ebiten.CursorPosition()
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msg = fmt.Sprintf("(%d, %d)", x, y)
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for _, t := range ebiten.Touches() {
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x, y := t.Position()
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msg += fmt.Sprintf("ID: %d, (%d, %d)\n", t.ID(), x, y)
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}
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ebitenutil.DebugPrint(screen, msg)
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return nil
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@ -16,22 +16,14 @@
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package ui
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func (i *input) touchDown(x, y int) {
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func (i *input) updateTouches(touches []Touch) {
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i.m.Lock()
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defer i.m.Unlock()
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i.mouseButtonPressed[MouseButtonLeft] = true
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i.cursorX, i.cursorY = x, y
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}
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func (i *input) touchUp(x, y int) {
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i.m.Lock()
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defer i.m.Unlock()
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i.mouseButtonPressed[MouseButtonLeft] = false
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i.cursorX, i.cursorY = x, y
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}
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func (i *input) touchMove(x, y int) {
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i.m.Lock()
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defer i.m.Unlock()
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i.cursorX, i.cursorY = x, y
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ts := make([]touch, len(touches))
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for i := 0; i < len(ts); i++ {
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ts[i].id = touches[i].ID()
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x, y := touches[i].Position()
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ts[i].x, ts[i].y = x, y
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}
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i.touches = ts
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}
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@ -149,17 +149,6 @@ func Resume() {
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}()
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}
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func TouchDown(x, y int) {
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s := currentUI.actualScreenScale()
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currentInput.touchDown(x/s, y/s)
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}
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func TouchUp(x, y int) {
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s := currentUI.actualScreenScale()
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currentInput.touchUp(x/s, y/s)
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}
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func TouchMove(x, y int) {
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s := currentUI.actualScreenScale()
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currentInput.touchMove(x/s, y/s)
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func UpdateTouches(touches []Touch) {
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currentInput.updateTouches(touches)
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}
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@ -32,9 +32,9 @@ type EventDispatcher interface {
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Render() error
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Pause()
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Resume()
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TouchDown(x, y int)
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TouchUp(x, y int)
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TouchMove(x, y int)
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TouchDown(id int, x, y int)
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TouchMove(id int, x, y int)
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TouchUp(id int)
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}
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// Start starts the game and returns immediately.
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@ -42,10 +42,18 @@ type EventDispatcher interface {
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// Different from ebiten.Run, this invokes only the game loop and not the main (UI) loop.
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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)
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return &eventDispatcher{}, nil
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return &eventDispatcher{
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touches: map[int]position{},
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}, nil
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}
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type position struct {
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x int
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y int
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}
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type eventDispatcher struct {
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touches map[int]position
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}
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func (e *eventDispatcher) SetScreenSize(width, height int) {
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@ -74,14 +82,41 @@ func (e *eventDispatcher) Resume() {
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ui.Resume()
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}
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func (e *eventDispatcher) TouchDown(x, y int) {
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ui.TouchDown(x, y)
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// touch implements ui.Touch.
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type touch struct {
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id int
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position position
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}
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func (e *eventDispatcher) TouchUp(x, y int) {
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ui.TouchUp(x, y)
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func (t touch) ID() int {
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return t.id
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}
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func (e *eventDispatcher) TouchMove(x, y int) {
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ui.TouchMove(x, y)
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func (t touch) Position() (int, int) {
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// TODO: Is this OK to adjust the position here?
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return t.position.x / ui.CurrentUI().ScreenScale(),
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t.position.y / ui.CurrentUI().ScreenScale()
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}
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func (e *eventDispatcher) TouchDown(id int, x, y int) {
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e.touches[id] = position{x, y}
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e.updateTouches()
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}
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func (e *eventDispatcher) TouchMove(id int, x, y int) {
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e.touches[id] = position{x, y}
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e.updateTouches()
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}
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func (e *eventDispatcher) TouchUp(id int) {
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delete(e.touches, id)
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e.updateTouches()
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}
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func (e *eventDispatcher) updateTouches() {
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ts := []ui.Touch{}
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for id, position := range e.touches {
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ts = append(ts, touch{id, position})
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}
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ui.UpdateTouches(ts)
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}
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