ebiten: github.com/hajimehoshi/ebiten/mobile Index | Files | Directories

package mobile

import "github.com/hajimehoshi/ebiten/mobile"

Package mobile provides functions for mobile platforms (Android and iOS).

This package is used when you use `gomobile bind`. For `gomobile build`, you don't have to use this package.

For usage, see https://github.com/hajimehoshi/ebiten/wiki/Mobile, https://github.com/hajimehoshi/ebiten/wiki/Android and https://github.com/hajimehoshi/ebiten/wiki/iOS.


Package Files

compat.go mobile.go

func SetGame Uses

func SetGame(game Game)

SetGame sets a mobile game.

SetGame is epxected to be called only once.

SetGame is expected to be called at initialization phase like an init function.

func Start Uses

func Start(f func(*ebiten.Image) error, width, height int, scale float64, title string) error

Start starts the game and returns immediately.

Different from ebiten.Run, this invokes only the game loop and not the main (UI) loop.

The unit of width/height is device-independent pixel (dp on Android and point on iOS).

Start is concurrent-safe.

The argument title is ignored. This is for backward compatibility.

Start always returns nil as of 1.5.0-alpha.

func Update Uses

func Update() error

Update updates and renders the game. This should be called on every frame.

If Update is called before Start is called, Update panics.

On Android, this should be called at onDrawFrame of Renderer (used by GLSurfaceView).

On iOS, this should be called at glkView:drawInRect: of GLKViewDelegate.

Update is concurrent-safe.

Update returns error when 1) OpenGL error happens, or 2) f in Start returns error samely as ebiten.Run.

func UpdateTouchesOnAndroid Uses

func UpdateTouchesOnAndroid(action int, id int, x, y int)

UpdateTouchesOnAndroid updates the touch state on Android.

This should be called with onTouchEvent of GLSurfaceView like this:

private double mDeviceScale = 0.0;

// pxToDp converts an value in pixels to dp.
private double pxToDp(double x) {
    if (mDeviceScale == 0.0) {
        mDeviceScale = getResources().getDisplayMetrics().density;
    return x / mDeviceScale;

public boolean onTouchEvent(MotionEvent e) {
    for (int i = 0; i < e.getPointerCount(); i++) {
        int id = e.getPointerId(i);
        int x = (int)e.getX(i);
        int y = (int)e.getY(i);
        // Exported function for UpdateTouchesOnAndroid
        YourGame.UpdateTouchesOnAndroid(e.getActionMasked(), id, (int)pxToDp(x), (int)pxToDp(y));
    return true;

The coodinate x/y is in dp.

UpdateTouchesOnAndroid can be called even before Start is called.

UpdateTouchesOnAndroid is concurrent-safe.

For more details, see https://github.com/hajimehoshi/ebiten/wiki/Android.

func UpdateTouchesOnIOS Uses

func UpdateTouchesOnIOS(phase int, ptr int64, x, y int)

UpdateTouchesOnIOS updates the touch state on iOS.

This should be called with touch handlers of UIViewController like this:

- (GLKView*)glkView {
    return (GLKView*)[self.view viewWithTag:100];
- (void)updateTouches:(NSSet*)touches {
    for (UITouch* touch in touches) {
        if (touch.view != [self glkView]) {
        CGPoint location = [touch locationInView: [self glkView]];
        // Exported function for UpdateTouchesOnIOS
        YourGameUpdateTouchesOnIOS(touch.phase, (int64_t)touch, location.x, location.y);
- (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
    [self updateTouches:touches];
- (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
    [self updateTouches:touches];
- (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
    [self updateTouches:touches];
- (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event {
    [self updateTouches:touches];

The coodinate x/y is in point.

UpdateTouchesOnIOS can be called even before Start is called.

UpdateTouchesOnIOS is concurrent-safe.

For more details, see https://github.com/hajimehoshi/ebiten/wiki/iOS.

type Game Uses

type Game interface {
    // Update updates a game by one frame.
    Update(*ebiten.Image) error

    // Layout accepts a native view size in DP (device-independent pixels) and returns the game's logical screen
    // size.
    // The screen scale is automatically adjusted to fit the view.
    // Layout is called at an initialization and whenever the view size is changed.
    // You can return a fixed screen size if you don't care, or you can also return a calculated screen size
    // adjusted with the given view size.
    Layout(viewWidth, viewHeight int) (screenWidth, screenHeight int)

Game defines a necessary function for a mobile game.


ebitenmobileviewPackage ebitenmobileview offers functions for OpenGL/Metal view of mobiles.

Package mobile imports 3 packages (graph) and is imported by 2 packages. Updated 2019-08-17. Refresh now. Tools for package owners.