// 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. package mobile import ( "github.com/hajimehoshi/ebiten" ) // 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). func Start(f func(*ebiten.Image) error, width, height int, scale float64, title string) error { return start(f, width, height, scale, title) } // Update updates and renders the game. // // This should be called on every frame. // // On Android, this should be called at onDrawFrame of Renderer (used by GLSurfaceView). // // On iOS, this should be called at glkView:drawInRect: of GLKViewDelegate. func Update() error { return update() } // 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.UpdateTouchesOnAndroid(e.getActionMasked(), id, x, y); // } // return true; // } // // The coodinate x/y is in dp. // // For more details, see https://github.com/hajimehoshi/ebiten/wiki/Android. func UpdateTouchesOnAndroid(action int, id int, x, y int) { 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 points. // // For more details, see https://github.com/hajimehoshi/ebiten/wiki/iOS. func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) { updateTouchesOnIOSImpl(phase, ptr, x, y) }