# ~~~~
module sensors
-import game
-import mnit
+import android
+import gamnit
in "C header" `{
#include <jni.h>
extern class ASensor `{ASensorRef`}
new `{return malloc(sizeof(ASensorRef));`}
- fun name: NativeString `{return (char*)ASensor_getName(self);`}
- fun vendor: NativeString `{return (char*)ASensor_getVendor(self);`}
+ fun name: CString `{return (char*)ASensor_getName(self);`}
+ fun vendor: CString `{return (char*)ASensor_getVendor(self);`}
fun sensor_type: ASensorType `{return ASensor_getType(self);`}
fun resolution: Float `{return ASensor_getResolution(self);`}
fun min_delay: Int `{return ASensor_getMinDelay(self);`}
var eventqueue: ASensorEventQueue
var sensors_support_enabled = false is writable
- private fun extern_input_sensor_accelerometer(event: ASensorAccelerometer) do input(event)
- private fun extern_input_sensor_magnetic_field(event: ASensorMagneticField) do input(event)
- private fun extern_input_sensor_gyroscope(event: ASensorGyroscope) do input(event)
- private fun extern_input_sensor_light(event: ASensorLight) do input(event)
- private fun extern_input_sensor_proximity(event: ASensorProximity) do input(event)
+ private fun extern_input_sensor_accelerometer(event: ASensorAccelerometer) do accept_event(event)
+ private fun extern_input_sensor_magnetic_field(event: ASensorMagneticField) do accept_event(event)
+ private fun extern_input_sensor_gyroscope(event: ASensorGyroscope) do accept_event(event)
+ private fun extern_input_sensor_light(event: ASensorLight) do accept_event(event)
+ private fun extern_input_sensor_proximity(event: ASensorProximity) do accept_event(event)
# Sensors support
# The user decides which sensors he wants to use by setting them enabled