ebiten/mobile/mobile.go
2017-04-18 02:49:14 +09:00

102 lines
3.4 KiB
Go

// 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).
//
// 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 {
start(f, width, height, scale, title)
return nil
}
// 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)
}