ebiten/mobile/mobile.go
2016-06-25 03:46:03 +09:00

103 lines
2.8 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"
"github.com/hajimehoshi/ebiten/internal/ui"
)
type EventDispatcher interface {
SetScreenSize(width, height int)
SetScreenScale(scale float64)
Render() error
// 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;
// }
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 int, scale float64, title string) (EventDispatcher, error) {
return start(f, width, height, scale, title)
}
type position struct {
x int
y int
}
type eventDispatcher struct {
touches map[int]position
}
func (e *eventDispatcher) SetScreenSize(width, height int) {
setScreenSize(width, height)
}
func (e *eventDispatcher) SetScreenScale(scale float64) {
setScreenScale(scale)
}
func (e *eventDispatcher) Render() error {
return render()
}
// 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 int(float64(t.position.x) / ui.CurrentUI().ScreenScale()),
int(float64(t.position.y) / ui.CurrentUI().ScreenScale())
}
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)
}