Files
flame/lib/util.dart
2020-09-10 01:16:25 +02:00

157 lines
5.8 KiB
Dart

import 'dart:async';
import 'dart:ui';
import 'package:flame/vector.dart';
import 'package:flutter/gestures.dart';
import 'package:flutter/services.dart';
import 'package:flutter/foundation.dart';
/// Some utilities that did not fit anywhere else.
///
/// To use this class, access it via [Flame.util].
class Util {
/// Sets the app to be fullscreen (no buttons bar os notifications on top).
///
/// Most games should probably be this way.
Future<void> fullScreen() {
if (kIsWeb) {
return Future.value();
}
return SystemChrome.setEnabledSystemUIOverlays([]);
}
/// Sets the preferred orientation (landscape or portrait) for the app.
///
/// When it opens, it will automatically change orientation to the preferred one (if possible) depending on the physical orientation of the device.
Future<void> setOrientation(DeviceOrientation orientation) {
if (kIsWeb) {
return Future.value();
}
return SystemChrome.setPreferredOrientations(
<DeviceOrientation>[orientation],
);
}
/// Sets the preferred orientations (landscape left, right, portrait up, or down) for the app.
///
/// When it opens, it will automatically change orientation to the preferred one (if possible) depending on the physical orientation of the device.
Future<void> setOrientations(List<DeviceOrientation> orientations) {
if (kIsWeb) {
return Future.value();
}
return SystemChrome.setPreferredOrientations(orientations);
}
/// Sets the preferred orientation of the app to landscape only.
///
/// When it opens, it will automatically change orientation to the preferred one (if possible).
Future<void> setLandscape() {
return setOrientations(<DeviceOrientation>[
DeviceOrientation.landscapeLeft,
DeviceOrientation.landscapeRight,
]);
}
/// Sets the preferred orientation of the app to `DeviceOrientation.landscapeLeft` only.
///
/// When it opens, it will automatically change orientation to the preferred one (if possible).
Future<void> setLandscapeLeftOnly() {
return setOrientation(DeviceOrientation.landscapeLeft);
}
/// Sets the preferred orientation of the app to `DeviceOrientation.landscapeRight` only.
///
/// When it opens, it will automatically change orientation to the preferred one (if possible).
Future<void> setLandscapeRightOnly() {
return setOrientation(DeviceOrientation.landscapeRight);
}
/// Sets the preferred orientation of the app to portrait only.
///
/// When it opens, it will automatically change orientation to the preferred one (if possible).
Future<void> setPortrait() {
return setOrientations(<DeviceOrientation>[
DeviceOrientation.portraitUp,
DeviceOrientation.portraitDown,
]);
}
/// Sets the preferred orientation of the app to `DeviceOrientation.portraitUp` only.
///
/// When it opens, it will automatically change orientation to the preferred one (if possible).
Future<void> setPortraitUpOnly() {
return setOrientation(DeviceOrientation.portraitUp);
}
/// Sets the preferred orientation of the app to `DeviceOrientation.portraitDown` only.
///
/// When it opens, it will automatically change orientation to the preferred one (if possible).
Future<void> setPortraitDownOnly() {
return setOrientation(DeviceOrientation.portraitDown);
}
/// Waits for the initial screen dimensions to be available.
///
/// Because of flutter's issue [#5259](https://github.com/flutter/flutter/issues/5259), when the app starts the size might be 0x0.
/// This waits for the information to be properly updated.
///
/// A best practice would be to implement there resize hooks on your game and components and don't use this at all.
/// Make sure your components are able to render and update themselves for any possible screen size.
Future<Vector2> initialDimensions() async {
// https://github.com/flutter/flutter/issues/5259
// "In release mode we start off at 0x0 but we don't in debug mode"
return await Future<Vector2>(() {
if (window.physicalSize.isEmpty) {
final completer = Completer<Vector2>();
window.onMetricsChanged = () {
if (!window.physicalSize.isEmpty && !completer.isCompleted) {
completer.complete(VectorUtil.fromSize(
window.physicalSize / window.devicePixelRatio));
}
};
return completer.future;
}
return VectorUtil.fromSize(window.physicalSize / window.devicePixelRatio);
});
}
/// This properly binds a gesture recognizer to your game.
///
/// Use this in order to get it to work in case your app also contains other widgets.
///
/// Read more at: https://flame-engine.org/docs/input.md
///
@Deprecated(
'This method can lead to confuse behaviour, use the gestures methods provided by the Game class',
)
void addGestureRecognizer(GestureRecognizer recognizer) {
if (GestureBinding.instance == null) {
throw Exception(
'GestureBinding is not initialized yet, this probably happened because addGestureRecognizer was called before the runApp method');
}
GestureBinding.instance.pointerRouter.addGlobalRoute((PointerEvent e) {
if (e is PointerDownEvent) {
recognizer.addPointer(e);
}
});
}
/// This properly removes the bind of a gesture recognizer to your game.
///
/// Use this in order to clear any added recognizers that you have added before
void removeGestureRecognizer(GestureRecognizer recognizer) {
recognizer.dispose();
}
/// Utility method to render stuff on a specific place.
///
/// Some render methods don't allow to pass a offset.
/// This method translate the canvas, draw what you want, and then translate back.
void drawWhere(Canvas c, Vector2 p, void Function(Canvas) fn) {
c.translate(p.x, p.y);
fn(c);
c.translate(-p.x, -p.y);
}
}