scummvm/backends/platform/ios7/ios7_touch_controller.mm

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
// Disable symbol overrides so that we can use system headers.
#define FORBIDDEN_SYMBOL_ALLOW_ALL
#include "backends/platform/ios7/ios7_touch_controller.h"
#include "backends/platform/ios7/ios7_video.h"
@implementation TouchController {
UITouch *_firstTouch;
UITouch *_secondTouch;
}
@dynamic view;
@dynamic isConnected;
- (id)initWithView:(iPhoneView *)view {
self = [super initWithView:view];
_firstTouch = NULL;
_secondTouch = NULL;
// Touches should always be present in iOS view
[self setIsConnected:YES];
return self;
}
- (UITouch *)secondTouchOtherTouchThan:(UITouch *)touch in:(NSSet *)set {
NSArray *all = [set allObjects];
for (UITouch *t in all) {
if (t != touch) {
return t;
}
}
return nil;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
if (allTouches.count == 1) {
_firstTouch = [allTouches anyObject];
if (_firstTouch.type == UITouchTypeDirect) {
if (iOS7_touchpadModeEnabled()) {
// In touchpad mode the action should occur on the current pointer position
[self handleMouseButtonAction:kGameControllerMouseButtonLeft isPressed:YES at:[[self view] pointerPosition]];
} else {
// Only move the pointer to the new position if not in touchpadMode else it's very hard to click on items
[self handlePointerMoveTo:[_firstTouch locationInView: [self view]]];
[self handleMouseButtonAction:kGameControllerMouseButtonLeft isPressed:YES at:[_firstTouch locationInView:[self view]]];
}
}
} else if (allTouches.count == 2) {
_secondTouch = [self secondTouchOtherTouchThan:_firstTouch in:allTouches];
if (_secondTouch && _secondTouch.type == UITouchTypeDirect) {
if (iOS7_touchpadModeEnabled()) {
// In touchpad mode the action should occur on the current pointer position
[self handleMouseButtonAction:kGameControllerMouseButtonRight isPressed:YES at:[[self view] pointerPosition]];
} else {
[self handleMouseButtonAction:kGameControllerMouseButtonRight isPressed:YES at:[_secondTouch locationInView:[self view]]];
}
}
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
for (UITouch *touch in allTouches) {
if (touch == _firstTouch ||
touch == _secondTouch) {
if (touch.type == UITouchTypeDirect) {
if (iOS7_touchpadModeEnabled()) {
// Calculate new position for the pointer based on delta of the current and previous location of the touch
CGPoint pointerLocation = [[self view] pointerPosition];
CGPoint touchLocation = [touch locationInView:[self view]];
CGPoint previousTouchLocation = [touch previousLocationInView:[self view]];
pointerLocation.y += touchLocation.y - previousTouchLocation.y;
pointerLocation.x += touchLocation.x - previousTouchLocation.x;
[self handlePointerMoveTo:pointerLocation];
} else {
[self handlePointerMoveTo:[touch locationInView: [self view]]];
}
}
}
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
if (allTouches.count == 1) {
UITouch *touch = [allTouches anyObject];
if (touch.type == UITouchTypeDirect) {
[self handleMouseButtonAction:kGameControllerMouseButtonLeft isPressed:NO at:[touch locationInView:[self view]]];
}
} else if (allTouches.count == 2) {
UITouch *touch = [[allTouches allObjects] objectAtIndex:1];
if (touch.type == UITouchTypeDirect) {
[self handleMouseButtonAction:kGameControllerMouseButtonRight isPressed:NO at:[touch locationInView:[self view]]];
}
}
_firstTouch = nil;
_secondTouch = nil;
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
_firstTouch = nil;
_secondTouch = nil;
}
@end