mirror of
https://github.com/hajimehoshi/ebiten.git
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mobile/ebitenmobileview: Add EbitenViewController for iOS
This is still work in progress. Updates #863
This commit is contained in:
parent
ccacc4a0b8
commit
e6e0e61215
154
mobile/compat.go
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154
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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package mobile
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import (
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"math"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/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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// 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 := int(math.Ceil((float64(width) * scale)))
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h := int(math.Ceil((float64(height) * scale)))
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ebitenmobileview.Layout(w, h, nil)
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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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// 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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// 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/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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// 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/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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113
mobile/ebitenmobileview/c.go
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113
mobile/ebitenmobileview/c.go
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// Copyright 2019 The Ebiten 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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package ebitenmobileview
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// #cgo ios LDFLAGS: -framework UIKit -framework GLKit -framework QuartzCore -framework OpenGLES
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//
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// #include <stdint.h>
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import "C"
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import (
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"math"
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"runtime"
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"sync"
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"github.com/hajimehoshi/ebiten"
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)
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var theState state
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// game is not exported since gomobile complains.
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// TODO: Report this error.
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type game interface {
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Update(*ebiten.Image) error
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Layout(viewWidth, viewHeight int) (screenWidth, screenHeight int)
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}
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type state struct {
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game game
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running bool
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// m is a mutex required for each function.
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// For example, on Android, Update can be called from a different thread:
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// https://developer.android.com/reference/android/opengl/GLSurfaceView.Renderer
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m sync.Mutex
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}
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func SetGame(game game) {
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theState.m.Lock()
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defer theState.m.Unlock()
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theState.game = game
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}
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//export ebitenLayout
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func ebitenLayout(viewWidth, viewHeight C.int, x, y, width, height *C.int) {
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theState.m.Lock()
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defer theState.m.Unlock()
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if theState.game == nil {
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panic("ebitenmobileview: SetGame must be called before ebitenLayout")
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}
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w, h := theState.game.Layout(int(viewWidth), int(viewHeight))
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scaleX := float64(viewWidth) / float64(w)
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scaleY := float64(viewHeight) / float64(h)
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scale := math.Min(scaleX, scaleY)
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*width = C.int(math.Ceil(float64(w) * scale))
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*height = C.int(math.Ceil(float64(h) * scale))
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*x = (viewWidth - *width) / 2
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*y = (viewHeight - *height) / 2
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if !theState.running {
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start(theState.game.Update, w, h, scale)
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theState.running = true
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}
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// TODO: call SetScreenSize
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}
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//export ebitenUpdate
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func ebitenUpdate() *C.char {
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runtime.LockOSThread()
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defer runtime.UnlockOSThread()
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theState.m.Lock()
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defer theState.m.Unlock()
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if err := update(); err != nil {
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// TODO: When to free cstr?
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cstr := C.CString(err.Error())
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return cstr
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}
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return nil
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}
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//export ebitenUpdateTouchesOnIOS
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func ebitenUpdateTouchesOnIOS(phase C.int, ptr C.uintptr_t, x, y C.int) {
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theState.m.Lock()
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defer theState.m.Unlock()
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updateTouchesOnIOSImpl(int(phase), int64(ptr), int(x), int(y))
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}
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//export ebitenUpdateTouchesOnAndroid
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func ebitenUpdateTouchesOnAndroid(action C.int, id C.int, x, y C.int) {
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theState.m.Lock()
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defer theState.m.Unlock()
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updateTouchesOnAndroid(int(action), int(id), int(x), int(y))
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}
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56
mobile/ebitenmobileview/compat.go
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56
mobile/ebitenmobileview/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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// Package ebitenmobileview offers functions for OpenGL/Metal view of mobiles.
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//
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// The functions are not intended for public usages.
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// There is no guarantee of backward compatibility.
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package ebitenmobileview
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// #include <stdint.h>
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import "C"
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import (
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"runtime"
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)
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type ViewRectSetter interface {
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SetViewRect(x, y, width, height int)
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}
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func Layout(viewWidth, viewHeight int, viewRectSetter ViewRectSetter) {
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var x, y, width, height C.int
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ebitenLayout(C.int(viewWidth), C.int(viewHeight), &x, &y, &width, &height)
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if viewRectSetter != nil {
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viewRectSetter.SetViewRect(int(x), int(y), int(width), int(height))
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}
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}
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func Update() error {
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runtime.LockOSThread()
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defer runtime.UnlockOSThread()
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theState.m.Lock()
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defer theState.m.Unlock()
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return update()
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}
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func UpdateTouchesOnAndroid(action int, id int, x, y int) {
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ebitenUpdateTouchesOnAndroid((C.int)(action), (C.int)(id), (C.int)(x), (C.int)(y))
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}
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func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) {
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ebitenUpdateTouchesOnIOS((C.int)(phase), (C.uintptr_t)(ptr), (C.int)(x), (C.int)(y))
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}
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@ -1,94 +0,0 @@
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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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|
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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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//
|
|
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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,
|
|
||||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
||||||
// See the License for the specific language governing permissions and
|
|
||||||
// limitations under the License.
|
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|
|
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// Package ebitenmobileview offers functions for OpenGL/Metal view of mobiles.
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//
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// The functions are not intended for public usages.
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// There is no guarantee of backward compatibility.
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package ebitenmobileview
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import (
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"runtime"
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"sync"
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"github.com/hajimehoshi/ebiten"
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)
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var theState state
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type state struct {
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updateFunc func(*ebiten.Image) error
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screenWidth int
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screenHeight int
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|
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// m is a mutex required for each function.
|
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// For example, on Android, Update can be called from a different thread:
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// https://developer.android.com/reference/android/opengl/GLSurfaceView.Renderer
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m sync.Mutex
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}
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func Run(scale float64) {
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theState.m.Lock()
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defer theState.m.Unlock()
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if theState.updateFunc == nil {
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panic("ebitenmobileview: SetUpdateFunc must be called before Run")
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}
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start(theState.updateFunc, theState.screenWidth, theState.screenHeight, scale)
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}
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func Update() error {
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runtime.LockOSThread()
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defer runtime.UnlockOSThread()
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theState.m.Lock()
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defer theState.m.Unlock()
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return update()
|
|
||||||
}
|
|
||||||
|
|
||||||
func UpdateTouchesOnAndroid(action int, id int, x, y int) {
|
|
||||||
theState.m.Lock()
|
|
||||||
defer theState.m.Unlock()
|
|
||||||
|
|
||||||
updateTouchesOnAndroid(action, id, x, y)
|
|
||||||
}
|
|
||||||
|
|
||||||
func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) {
|
|
||||||
theState.m.Lock()
|
|
||||||
defer theState.m.Unlock()
|
|
||||||
|
|
||||||
updateTouchesOnIOSImpl(phase, ptr, x, y)
|
|
||||||
}
|
|
||||||
|
|
||||||
func ScreenWidth() int {
|
|
||||||
theState.m.Lock()
|
|
||||||
defer theState.m.Unlock()
|
|
||||||
return theState.screenWidth
|
|
||||||
}
|
|
||||||
|
|
||||||
func ScreenHeight() int {
|
|
||||||
theState.m.Lock()
|
|
||||||
defer theState.m.Unlock()
|
|
||||||
return theState.screenHeight
|
|
||||||
}
|
|
||||||
|
|
||||||
func Set(updateFunc func(*ebiten.Image) error, screenWidth, screenHeight int) {
|
|
||||||
theState.m.Lock()
|
|
||||||
defer theState.m.Unlock()
|
|
||||||
|
|
||||||
theState.updateFunc = updateFunc
|
|
||||||
theState.screenWidth = screenWidth
|
|
||||||
theState.screenHeight = screenHeight
|
|
||||||
}
|
|
22
mobile/ebitenmobileview/ebitenviewcontroller_ios.h
Normal file
22
mobile/ebitenmobileview/ebitenviewcontroller_ios.h
Normal file
@ -0,0 +1,22 @@
|
|||||||
|
// Copyright 2019 The Ebiten Authors
|
||||||
|
//
|
||||||
|
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
|
// you may not use this file except in compliance with the License.
|
||||||
|
// You may obtain a copy of the License at
|
||||||
|
//
|
||||||
|
// http://www.apache.org/licenses/LICENSE-2.0
|
||||||
|
//
|
||||||
|
// Unless required by applicable law or agreed to in writing, software
|
||||||
|
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||||
|
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||||
|
// See the License for the specific language governing permissions and
|
||||||
|
// limitations under the License.
|
||||||
|
|
||||||
|
// +build ios
|
||||||
|
|
||||||
|
// TODO: Embed this header file to .framework by an original command.
|
||||||
|
|
||||||
|
#import <UIKit/UIKit.h>
|
||||||
|
|
||||||
|
@interface EbitenViewController : UIViewController
|
||||||
|
@end
|
105
mobile/ebitenmobileview/ebitenviewcontroller_ios.m
Normal file
105
mobile/ebitenmobileview/ebitenviewcontroller_ios.m
Normal file
@ -0,0 +1,105 @@
|
|||||||
|
// Copyright 2019 The Ebiten Authors
|
||||||
|
//
|
||||||
|
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
|
// you may not use this file except in compliance with the License.
|
||||||
|
// You may obtain a copy of the License at
|
||||||
|
//
|
||||||
|
// http://www.apache.org/licenses/LICENSE-2.0
|
||||||
|
//
|
||||||
|
// Unless required by applicable law or agreed to in writing, software
|
||||||
|
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||||
|
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||||
|
// See the License for the specific language governing permissions and
|
||||||
|
// limitations under the License.
|
||||||
|
|
||||||
|
// +build ios
|
||||||
|
|
||||||
|
#import <UIKit/UIKit.h>
|
||||||
|
#import <GLKit/GLkit.h>
|
||||||
|
|
||||||
|
#import "ebitenviewcontroller_ios.h"
|
||||||
|
|
||||||
|
#include "_cgo_export.h"
|
||||||
|
|
||||||
|
@implementation EbitenViewController {
|
||||||
|
GLKView* glkView_;
|
||||||
|
}
|
||||||
|
|
||||||
|
- (GLKView*)glkView {
|
||||||
|
if (!glkView_) {
|
||||||
|
glkView_ = [[GLKView alloc] init];
|
||||||
|
glkView_.multipleTouchEnabled = YES;
|
||||||
|
}
|
||||||
|
return glkView_;
|
||||||
|
}
|
||||||
|
|
||||||
|
- (void)viewDidLoad {
|
||||||
|
[super viewDidLoad];
|
||||||
|
|
||||||
|
self.glkView.delegate = (id<GLKViewDelegate>)(self);
|
||||||
|
[self.view addSubview: self.glkView];
|
||||||
|
|
||||||
|
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
|
||||||
|
[self glkView].context = context;
|
||||||
|
|
||||||
|
[EAGLContext setCurrentContext:context];
|
||||||
|
|
||||||
|
CADisplayLink *displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawFrame)];
|
||||||
|
[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
|
||||||
|
}
|
||||||
|
|
||||||
|
- (void)viewDidLayoutSubviews {
|
||||||
|
[super viewDidLayoutSubviews];
|
||||||
|
CGRect viewRect = [[self view] frame];
|
||||||
|
|
||||||
|
int x, y, width, height;
|
||||||
|
ebitenLayout(viewRect.size.width, viewRect.size.height, &x, &y, &width, &height);
|
||||||
|
|
||||||
|
CGRect glkViewRect = CGRectMake(x, y, width, height);
|
||||||
|
[[self glkView] setFrame:glkViewRect];
|
||||||
|
}
|
||||||
|
|
||||||
|
- (void)didReceiveMemoryWarning {
|
||||||
|
[super didReceiveMemoryWarning];
|
||||||
|
// Dispose of any resources that can be recreated.
|
||||||
|
// TODO: Notify this to Go world?
|
||||||
|
}
|
||||||
|
|
||||||
|
- (void)drawFrame{
|
||||||
|
[[self glkView] setNeedsDisplay];
|
||||||
|
}
|
||||||
|
|
||||||
|
- (void)glkView:(GLKView*)view drawInRect:(CGRect)rect {
|
||||||
|
const char* err = ebitenUpdate();
|
||||||
|
if (err != nil) {
|
||||||
|
NSLog(@"Error: %s", err);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
- (void)updateTouches:(NSSet*)touches {
|
||||||
|
for (UITouch* touch in touches) {
|
||||||
|
if (touch.view != [self glkView]) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
CGPoint location = [touch locationInView:touch.view];
|
||||||
|
ebitenUpdateTouchesOnIOS(touch.phase, (uintptr_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];
|
||||||
|
}
|
||||||
|
|
||||||
|
@end
|
125
mobile/mobile.go
125
mobile/mobile.go
@ -1,4 +1,4 @@
|
|||||||
// Copyright 2016 Hajime Hoshi
|
// Copyright 2019 The Ebiten Authors
|
||||||
//
|
//
|
||||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||||
// you may not use this file except in compliance with the License.
|
// you may not use this file except in compliance with the License.
|
||||||
@ -25,117 +25,28 @@ import (
|
|||||||
"github.com/hajimehoshi/ebiten/mobile/ebitenmobileview"
|
"github.com/hajimehoshi/ebiten/mobile/ebitenmobileview"
|
||||||
)
|
)
|
||||||
|
|
||||||
// Start starts the game and returns immediately.
|
// Game defines a necessary function for a mobile game.
|
||||||
|
type Game interface {
|
||||||
|
// Update updates a game by one frame.
|
||||||
|
Update(*ebiten.Image) error
|
||||||
|
|
||||||
|
// Layout accepts a native view size in DP (device-independent pixels) and returns the game's logical screen
|
||||||
|
// size.
|
||||||
//
|
//
|
||||||
// Different from ebiten.Run, this invokes only the game loop and not the main (UI) loop.
|
// The screen scale is automatically adjusted to fit the view.
|
||||||
//
|
//
|
||||||
// The unit of width/height is device-independent pixel (dp on Android and point on iOS).
|
// Layout is called at an initialization and whenever the view size is changed.
|
||||||
//
|
//
|
||||||
// Start is concurrent-safe.
|
// You can return a fixed screen size if you don't care, or you can also return a calculated screen size
|
||||||
//
|
// adjusted with the given view size.
|
||||||
// The argument title is ignored. This is for backward compatibility.
|
Layout(viewWidth, viewHeight int) (screenWidth, screenHeight int)
|
||||||
//
|
|
||||||
// Start always returns nil as of 1.5.0-alpha.
|
|
||||||
func Start(f func(*ebiten.Image) error, width, height int, scale float64, title string) error {
|
|
||||||
ebitenmobileview.Set(f, width, height)
|
|
||||||
ebitenmobileview.Run(scale)
|
|
||||||
return nil
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update updates and renders the game.
|
// SetGame sets a mobile game.
|
||||||
// This should be called on every frame.
|
|
||||||
//
|
//
|
||||||
// If Update is called before Start is called, Update panics.
|
// SetGame is epxected to be called only once.
|
||||||
//
|
//
|
||||||
// On Android, this should be called at onDrawFrame of Renderer (used by GLSurfaceView).
|
// SetGame is expected to be called at initialization phase like an init function.
|
||||||
//
|
func SetGame(game Game) {
|
||||||
// On iOS, this should be called at glkView:drawInRect: of GLKViewDelegate.
|
ebitenmobileview.SetGame(game)
|
||||||
//
|
|
||||||
// Update is concurrent-safe.
|
|
||||||
//
|
|
||||||
// Update returns error when 1) OpenGL error happens, or 2) f in Start returns error samely as ebiten.Run.
|
|
||||||
func Update() error {
|
|
||||||
return ebitenmobileview.Update()
|
|
||||||
}
|
|
||||||
|
|
||||||
// UpdateTouchesOnAndroid updates the touch state on Android.
|
|
||||||
//
|
|
||||||
// This should be called with onTouchEvent of GLSurfaceView like this:
|
|
||||||
//
|
|
||||||
// private double mDeviceScale = 0.0;
|
|
||||||
//
|
|
||||||
// // pxToDp converts an value in pixels to dp.
|
|
||||||
// private double pxToDp(double x) {
|
|
||||||
// if (mDeviceScale == 0.0) {
|
|
||||||
// mDeviceScale = getResources().getDisplayMetrics().density;
|
|
||||||
// }
|
|
||||||
// return x / mDeviceScale;
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// @Override
|
|
||||||
// public boolean onTouchEvent(MotionEvent e) {
|
|
||||||
// for (int i = 0; i < e.getPointerCount(); i++) {
|
|
||||||
// int id = e.getPointerId(i);
|
|
||||||
// int x = (int)e.getX(i);
|
|
||||||
// int y = (int)e.getY(i);
|
|
||||||
// // Exported function for UpdateTouchesOnAndroid
|
|
||||||
// YourGame.UpdateTouchesOnAndroid(e.getActionMasked(), id, (int)pxToDp(x), (int)pxToDp(y));
|
|
||||||
// }
|
|
||||||
// return true;
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// The coodinate x/y is in dp.
|
|
||||||
//
|
|
||||||
// UpdateTouchesOnAndroid can be called even before Start is called.
|
|
||||||
//
|
|
||||||
// UpdateTouchesOnAndroid is concurrent-safe.
|
|
||||||
//
|
|
||||||
// For more details, see https://github.com/hajimehoshi/ebiten/wiki/Android.
|
|
||||||
func UpdateTouchesOnAndroid(action int, id int, x, y int) {
|
|
||||||
ebitenmobileview.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 point.
|
|
||||||
//
|
|
||||||
// UpdateTouchesOnIOS can be called even before Start is called.
|
|
||||||
//
|
|
||||||
// UpdateTouchesOnIOS is concurrent-safe.
|
|
||||||
//
|
|
||||||
// For more details, see https://github.com/hajimehoshi/ebiten/wiki/iOS.
|
|
||||||
func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) {
|
|
||||||
ebitenmobileview.UpdateTouchesOnIOS(phase, ptr, x, y)
|
|
||||||
}
|
|
||||||
|
|
||||||
func Set(updateFunc func(*ebiten.Image) error, screenWidth, screenHeight int) {
|
|
||||||
ebitenmobileview.Set(updateFunc, screenWidth, screenHeight)
|
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user