Files
flame/lib/util.dart

91 lines
3.5 KiB
Dart

import 'dart:async';
import 'dart:ui';
import 'package:flutter/gestures.dart';
import 'package:flutter/services.dart';
import 'package:flutter/widgets.dart' as widgets;
import 'animation.dart';
import 'components/animation_component.dart';
import 'game.dart';
import 'position.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() {
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).
Future<void> setOrientation(DeviceOrientation orientation) {
return SystemChrome.setPreferredOrientations([orientation]);
}
/// Waits for the initial screen dimensions to be avaliable.
///
/// Because of flutter's issue #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<Size> 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 new Future<Size>(() {
if (window.physicalSize.isEmpty) {
final completer = new Completer<Size>();
window.onMetricsChanged = () {
if (!window.physicalSize.isEmpty) {
completer.complete(window.physicalSize / window.devicePixelRatio);
}
};
return completer.future;
}
return 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.
void addGestureRecognizer(GestureRecognizer recognizer) {
if (GestureBinding.instance == null) {
throw new 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);
}
});
}
/// 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, Position p, void Function(Canvas) fn) {
c.translate(p.x, p.y);
fn(c);
c.translate(-p.x, -p.y);
}
/// Returns a regular Flutter widget representing this animation, rendered with the specified size.
///
/// This actually creates an [EmbeddedGameWidget] with a [SimpleGame] whose only content is an [AnimationComponent] created from the provided [animation].
/// You can use this implementation as base to easily create your own widgets based on more complex games.
/// This is intended to be used by non-game apps that want to add a sprite sheet animation.
widgets.Widget animationAsWidget(Position size, Animation animation) {
return EmbeddedGameWidget(
SimpleGame(AnimationComponent(size.x, size.y, animation)),
size: size);
}
}