mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 15:07:26 +01:00
256 lines
6.3 KiB
Go
256 lines
6.3 KiB
Go
// Copyright 2021 The Ebiten Authors
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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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// +build example
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package main
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import (
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"bytes"
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"image"
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_ "image/jpeg"
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"log"
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"math"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/examples/resources/images"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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// distance between points a and b.
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func distance(xa, ya, xb, yb int) float64 {
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x := math.Abs(float64(xa - xb))
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y := math.Abs(float64(ya - yb))
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return math.Sqrt(x*x + y*y)
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}
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const (
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screenWidth = 640
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screenHeight = 480
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)
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var (
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gophersImage *ebiten.Image
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)
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type touch struct {
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originX, originY int
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currX, currY int
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duration int
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wasPinch, isPan bool
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}
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type pinch struct {
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id1, id2 ebiten.TouchID
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originH float64
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prevH float64
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}
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type pan struct {
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id ebiten.TouchID
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prevX, prevY int
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originX, originY int
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}
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type tap struct {
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X, Y int
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}
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type Game struct {
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x, y float64
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zoom float64
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touches map[ebiten.TouchID]*touch
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pinch *pinch
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pan *pan
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taps []tap
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}
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func (g *Game) Update() error {
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// Clear the previous frame's taps.
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g.taps = g.taps[:0]
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// What touches have just ended?
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for id, t := range g.touches {
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if inpututil.IsTouchJustReleased(id) {
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if g.pinch != nil && (id == g.pinch.id1 || id == g.pinch.id2) {
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g.pinch = nil
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}
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if g.pan != nil && id == g.pan.id {
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g.pan = nil
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}
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// If this one has not been touched long (30 frames can be assumed
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// to be 500ms), or moved far, then it's a tap.
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diff := distance(t.originX, t.originY, t.currX, t.currY)
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if !t.wasPinch && !t.isPan && (t.duration <= 30 || diff < 2) {
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g.taps = append(g.taps, tap{
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X: t.currX,
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Y: t.currY,
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})
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}
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delete(g.touches, id)
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}
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}
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// What touches are new in this frame?
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for _, id := range inpututil.JustPressedTouchIDs() {
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x, y := ebiten.TouchPosition(id)
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g.touches[ebiten.TouchID(id)] = &touch{
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originX: x, originY: y,
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currX: x, currY: y,
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}
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}
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// Update the current position and durations of any touches that have
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// neither begun nor ended in this frame.
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for _, id := range ebiten.TouchIDs() {
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t := g.touches[id]
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t.duration = inpututil.TouchPressDuration(id)
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t.currX, t.currY = ebiten.TouchPosition(id)
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}
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// Interpret the raw touch data that's been collected into g.touches into
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// gestures like two-finger pinch or single-finger pan.
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switch len(g.touches) {
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case 2:
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// Potentially the user is making a pinch gesture with two fingers.
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// If the diff between their origins is different to the diff between
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// their currents and if these two are not already a pinch, then this is
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// a new pinch!
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id1, id2 := ebiten.TouchIDs()[0], ebiten.TouchIDs()[1]
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t1, t2 := g.touches[id1], g.touches[id2]
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originDiff := distance(t1.originX, t1.originY, t2.originX, t2.originY)
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currDiff := distance(t1.currX, t1.currY, t2.currX, t2.currY)
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if g.pinch == nil && g.pan == nil && math.Abs(originDiff-currDiff) > 3 {
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t1.wasPinch = true
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t2.wasPinch = true
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g.pinch = &pinch{
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id1: id1,
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id2: id2,
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originH: originDiff,
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prevH: originDiff,
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}
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}
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case 1:
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// Potentially this is a new pan.
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id := ebiten.TouchIDs()[0]
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t := g.touches[id]
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if !t.wasPinch && g.pan == nil && g.pinch == nil {
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diff := math.Abs(distance(t.originX, t.originY, t.currX, t.currY))
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if diff > 1 {
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t.isPan = true
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g.pan = &pan{
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id: id,
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originX: t.originX,
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originY: t.originY,
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prevX: t.originX,
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prevY: t.originY,
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}
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}
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}
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}
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// Copy any active pinch gesture's movement to the Game's zoom.
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if g.pinch != nil {
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x1, y1 := ebiten.TouchPosition(g.pinch.id1)
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x2, y2 := ebiten.TouchPosition(g.pinch.id2)
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curr := distance(x1, y1, x2, y2)
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delta := curr - g.pinch.prevH
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g.pinch.prevH = curr
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g.zoom += (delta / 100) * g.zoom
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if g.zoom < 0.25 {
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g.zoom = 0.25
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} else if g.zoom > 10 {
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g.zoom = 10
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}
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}
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// Copy any active pan gesture's movement to the Game's x and y pan values.
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if g.pan != nil {
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currX, currY := ebiten.TouchPosition(g.pan.id)
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deltaX, deltaY := currX-g.pan.prevX, currY-g.pan.prevY
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g.pan.prevX, g.pan.prevY = currX, currY
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g.x += float64(deltaX)
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g.y += float64(deltaY)
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}
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// If the user has tapped, then reset the Game's pan and zoom.
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if len(g.taps) > 0 {
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g.x = screenWidth / 2
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g.y = screenHeight / 2
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g.zoom = 1.0
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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op := &ebiten.DrawImageOptions{}
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// Apply zoom.
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op.GeoM.Scale(g.zoom, g.zoom)
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// Apply pan.
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op.GeoM.Translate(g.x, g.y)
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// Center the image (corrected by the current zoom).
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w, h := gophersImage.Size()
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op.GeoM.Translate(float64(-w)/2*g.zoom, float64(-h)/2*g.zoom)
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screen.DrawImage(gophersImage, op)
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ebitenutil.DebugPrint(screen, "Use a two finger pinch to zoom, swipe with one finger to pan, or tap to reset the view")
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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// Decode image from a byte slice instead of a file so that
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// this example works in any working directory.
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// If you want to use a file, there are some options:
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// 1) Use os.Open and pass the file to the image decoder.
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// This is a very regular way, but doesn't work on browsers.
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// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
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// This works even on browsers.
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// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
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// This also works on browsers.
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img, _, err := image.Decode(bytes.NewReader(images.Gophers_jpg))
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if err != nil {
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log.Fatal(err)
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}
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gophersImage = ebiten.NewImageFromImage(img)
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g := &Game{
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x: screenWidth / 2,
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y: screenHeight / 2,
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zoom: 1.0,
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touches: map[ebiten.TouchID]*touch{},
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}
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle("Touch (Ebiten Demo)")
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if err := ebiten.RunGame(g); err != nil {
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log.Fatal(err)
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}
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}
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