// Copyright 2016 Hajime Hoshi // // 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. // TODO: Fix build tags to show comment docs on any platforms // +build android ios darwin,arm darwin,arm64 package mobile import ( "errors" "github.com/hajimehoshi/ebiten" "github.com/hajimehoshi/ebiten/internal/ui" ) var chError <-chan error type EventDispatcher interface { SetScreenSize(width, height int) SetScreenScale(scale int) Render() error UpdateTouchesOnAndroid(action int, id int, x, y int) UpdateTouchesOnIOS(phase int, ptr int, x, y int) } // Start starts the game and returns immediately. // // Different from ebiten.Run, this invokes only the game loop and not the main (UI) loop. func Start(f func(*ebiten.Image) error, width, height, scale int, title string) (EventDispatcher, error) { chError = ebiten.RunWithoutMainLoop(f, width, height, scale, title) return &eventDispatcher{ touches: map[int]position{}, }, nil } type position struct { x int y int } type eventDispatcher struct { touches map[int]position } func (e *eventDispatcher) SetScreenSize(width, height int) { ui.CurrentUI().SetScreenSize(width, height) } func (e *eventDispatcher) SetScreenScale(scale int) { ui.CurrentUI().SetScreenScale(scale) } func (e *eventDispatcher) Render() error { if chError == nil { return errors.New("mobile: chError must not be nil: Start is not called yet?") } return ui.Render(chError) } // touch implements ui.Touch. type touch struct { id int position position } func (t touch) ID() int { return t.id } func (t touch) Position() (int, int) { // TODO: Is this OK to adjust the position here? return t.position.x / ui.CurrentUI().ScreenScale(), t.position.y / ui.CurrentUI().ScreenScale() } // UpdateTouchesOnAndroid updates the touch state on Android. // // This should be called with onTouchEvent of GLSurfaceView like this: // // @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); // YourGame.CurrentEventDispatcher().UpdateTouchesOnAndroid(e.getActionMasked(), id, x, y); // } // return true; // } func (e *eventDispatcher) UpdateTouchesOnAndroid(action int, id int, x, y int) { switch action { case 0x00, 0x05, 0x02: // ACTION_DOWN, ACTION_POINTER_DOWN, ACTION_MOVE e.touches[id] = position{x, y} e.updateTouches() case 0x01, 0x06: // ACTION_UP, ACTION_POINTER_UP delete(e.touches, id) e.updateTouches() } } func (e *eventDispatcher) UpdateTouchesOnIOS(phase int, ptr int, x, y int) { e.updateTouchesOnIOSImpl(phase, ptr, x, y) } func (e *eventDispatcher) updateTouches() { ts := []ui.Touch{} for id, position := range e.touches { ts = append(ts, touch{id, position}) } ui.UpdateTouches(ts) }