mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 15:07:26 +01:00
102 lines
3.4 KiB
Go
102 lines
3.4 KiB
Go
// Copyright 2016 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package mobile
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import (
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"github.com/hajimehoshi/ebiten"
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)
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// Start starts the game and returns immediately.
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//
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// Different from ebiten.Run, this invokes only the game loop and not the main (UI) loop.
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//
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// The unit of width/height is device-independent pixel (dp on Android and point on iOS).
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//
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// Start always returns nil as of 1.5.0-alpha.
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func Start(f func(*ebiten.Image) error, width, height int, scale float64, title string) error {
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start(f, width, height, scale, title)
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return nil
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}
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// Update updates and renders the game.
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//
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// This should be called on every frame.
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//
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// On Android, this should be called at onDrawFrame of Renderer (used by GLSurfaceView).
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//
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// On iOS, this should be called at glkView:drawInRect: of GLKViewDelegate.
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func Update() error {
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return update()
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}
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// UpdateTouchesOnAndroid updates the touch state on Android.
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//
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// This should be called with onTouchEvent of GLSurfaceView like this:
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//
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// @Override
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// public boolean onTouchEvent(MotionEvent e) {
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// for (int i = 0; i < e.getPointerCount(); i++) {
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// int id = e.getPointerId(i);
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// int x = (int)e.getX(i);
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// int y = (int)e.getY(i);
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// YourGame.UpdateTouchesOnAndroid(e.getActionMasked(), id, x, y);
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// }
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// return true;
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// }
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//
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// The coodinate x/y is in dp.
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//
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// For more details, see https://github.com/hajimehoshi/ebiten/wiki/Android.
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func UpdateTouchesOnAndroid(action int, id int, x, y int) {
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updateTouchesOnAndroid(action, id, x, y)
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}
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// UpdateTouchesOnIOS updates the touch state on iOS.
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//
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// This should be called with touch handlers of UIViewController like this:
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//
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// - (GLKView*)glkView {
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// return (GLKView*)[self.view viewWithTag:100];
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// }
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// - (void)updateTouches:(NSSet*)touches {
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// for (UITouch* touch in touches) {
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// if (touch.view != [self glkView]) {
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// continue;
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// }
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// CGPoint location = [touch locationInView: [self glkView]];
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// // Exported function for UpdateTouchesOnIOS
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// YourGameUpdateTouchesOnIOS(touch.phase, (int64_t)touch, location.x, location.y);
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// }
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// }
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// - (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
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// [self updateTouches:touches];
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// }
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// - (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
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// [self updateTouches:touches];
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// }
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// - (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
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// [self updateTouches:touches];
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// }
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// - (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event {
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// [self updateTouches:touches];
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// }
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//
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// The coodinate x/y is in points.
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//
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// For more details, see https://github.com/hajimehoshi/ebiten/wiki/iOS.
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func UpdateTouchesOnIOS(phase int, ptr int64, x, y int) {
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updateTouchesOnIOSImpl(phase, ptr, x, y)
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}
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