// 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. // +build android ios package mobile import ( "math" "github.com/hajimehoshi/ebiten" "github.com/hajimehoshi/ebiten/mobile/ebitenmobileview" ) type game struct { update func(*ebiten.Image) error width int height int } func (g *game) Update(screen *ebiten.Image) error { return g.update(screen) } func (g *game) Layout(viewWidth, viewHeight int) (screenWidth, screenHeight int) { return g.width, g.height } // Start is deprecated as of 1.10.0-alpha. Use `ebitenmobile` command and `SetGame` instead. // // Start starts the game and returns immediately. // // Different from ebiten.Run, this invokes only the game loop and not the main (UI) loop. // // The unit of width/height is device-independent pixel (dp on Android and point on iOS). // // Start is concurrent-safe. // // The argument title is ignored. This is for backward compatibility. // // 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.SetGame(&game{ update: f, width: width, height: height, }) // As the view layout is already determined, ignore the layout calculation at ebitenmobileview. w := int(math.Ceil((float64(width) * scale))) h := int(math.Ceil((float64(height) * scale))) ebitenmobileview.Layout(w, h, nil) return nil } // Update is deprecated as of 1.10.0-alpha. Use `ebitenmobile` command and `SetGame` instead. // // Update updates and renders the game. // This should be called on every frame. // // If Update is called before Start is called, Update panics. // // On Android, this should be called at onDrawFrame of Renderer (used by GLSurfaceView). // // On iOS, this should be called at glkView:drawInRect: of GLKViewDelegate. // // 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 is deprecated as of 1.10.0-alpha. Use `ebitenmobile` command instead. // // 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 is deprecated as of 1.10.0-alpha. Use `ebitenmobile` command instead. // // 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) }