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72 lines
2.5 KiB
Dart
72 lines
2.5 KiB
Dart
import 'dart:async';
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import 'dart:ui';
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import 'package:flutter/gestures.dart';
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import 'package:flutter/services.dart';
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import 'position.dart';
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/// Some utilities that did not fit anywhere else.
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///
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/// To use this class, access it via [Flame.util].
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class Util {
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/// Sets the app to be fullscreen (no buttons bar os notifications on top).
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///
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/// Most games should probably be this way.
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Future<void> fullScreen() {
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return SystemChrome.setEnabledSystemUIOverlays([]);
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}
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/// Sets the preferred orietation (landscape or protrait for the app).
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///
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/// When it opens, it will automatically change orientation to the preferred one (if possible).
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Future<void> setOrientation(DeviceOrientation orientation) {
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return SystemChrome.setPreferredOrientations([orientation]);
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}
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/// Waits for the initial screen dimensions to be avaliable.
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///
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/// Because of flutter's issue #5259, when the app starts the size might be 0x0.
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/// This waits for the information to be properly updated.
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///
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/// A best practice would be to implement there resize hooks on your game and components and don't use this at all.
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/// Make sure your components are able to render and update themselves for any possible screen size.
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Future<Size> initialDimensions() async {
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// https://github.com/flutter/flutter/issues/5259
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// "In release mode we start off at 0x0 but we don't in debug mode"
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return await new Future<Size>(() {
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if (window.physicalSize.isEmpty) {
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final completer = new Completer<Size>();
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window.onMetricsChanged = () {
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if (!window.physicalSize.isEmpty) {
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completer.complete(window.physicalSize / window.devicePixelRatio);
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}
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};
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return completer.future;
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}
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return window.physicalSize / window.devicePixelRatio;
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});
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}
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/// This properly binds a gesture recognizer to your game.
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///
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/// Use this in order to get it to work in case your app also contains other widgets.
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void addGestureRecognizer(GestureRecognizer recognizer) {
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GestureBinding.instance.pointerRouter.addGlobalRoute((PointerEvent e) {
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if (e is PointerDownEvent) {
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recognizer.addPointer(e);
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}
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});
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}
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/// Utility method to render stuff on a specific place.
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///
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/// Some render methods don't allow to pass a offset.
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/// This method translate the canvas, draw what you want, and then translate back.
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void drawWhere(Canvas c, Position p, void Function(Canvas) fn) {
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c.translate(p.x, p.y);
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fn(c);
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c.translate(-p.x, -p.y);
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}
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}
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