ebiten/mobile/compat.go
Hajime Hoshi c927d33457 mobile/ebitenmobileview: Use the common uiContext for layouting
This means that the whole offscreen is cleared correctly.

This change is a little breaking change: SetScreenSize or other
functions no longer works on ebitenmobile. Use Layout instead.

Fixes #1019
2020-02-11 19:40:47 +09:00

163 lines
5.3 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.
// +build android ios
package mobile
import (
"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 := float64(width) * scale
h := float64(height) * scale
ebitenmobileview.Layout(w, h)
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)
}