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			92 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
| import 'dart:async';
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| import 'dart:ui';
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| 
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| import 'package:flutter/gestures.dart';
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| import 'package:flutter/services.dart';
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| import 'package:flutter/widgets.dart' as widgets;
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| 
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| import 'animation.dart';
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| import 'components/animation_component.dart';
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| import 'game.dart';
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| import 'position.dart';
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| 
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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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| 
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|   /// Sets the preferred orientation (landscape or portrait 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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| 
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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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| 
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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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|     if (GestureBinding.instance == null) {
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|       throw new Exception(
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|           "GestureBinding is not initialized yet, this probably happened because addGestureRecognizer was called before the runApp method");
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|     }
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| 
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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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| 
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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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|   /// Returns a regular Flutter widget representing this animation, rendered with the specified size.
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|   ///
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|   /// This actually creates an [EmbeddedGameWidget] with a [SimpleGame] whose only content is an [AnimationComponent] created from the provided [animation].
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|   /// You can use this implementation as base to easily create your own widgets based on more complex games.
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|   /// This is intended to be used by non-game apps that want to add a sprite sheet animation.
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|   widgets.Widget animationAsWidget(Position size, Animation animation) {
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|     return EmbeddedGameWidget(
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|         SimpleGame(AnimationComponent(size.x, size.y, animation)),
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|         size: size);
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|   }
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| }
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