scummvm/backends/platform/ios7/ios7_game_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 "common/events.h"
#include "backends/platform/ios7/ios7_game_controller.h"
#include "backends/platform/ios7/ios7_video.h"
@interface GameController()
@property (nonatomic, assign) BOOL firstButtonPressed;
@property (nonatomic, assign) BOOL secondButtonPressed;
@end
@implementation GameController
@synthesize view;
- (id)initWithView:(iPhoneView *)v {
self = [super init];
if (self) {
[self setView:v];
}
_firstButtonPressed = _secondButtonPressed = NO;
return self;
}
// Override the setter method
- (void)setIsConnected:(BOOL)isConnected {
// Inform that input changed
_isConnected = isConnected;
[view addEvent:InternalEvent(kInputChanged, 0, 0)];
}
- (void)handlePointerMoveTo:(CGPoint)point {
int x, y;
// Only set valid mouse coordinates in games
if (![view getMouseCoords:point eventX:&x eventY:&y]) {
return;
}
[view setPointerPosition:point];
if (_firstButtonPressed) {
[view addEvent:InternalEvent(kInputTouchFirstDragged, x, y)];
} else if (_secondButtonPressed) {
[view addEvent:InternalEvent(kInputTouchSecondDragged, x, y)];
} else {
[view addEvent:InternalEvent(kInputTouchFirstDragged, x, y)];
}
}
- (void)handleMouseButtonAction:(GameControllerMouseButton)button isPressed:(bool)pressed at:(CGPoint)point{
int x, y;
// Only set valid mouse coordinates in games
if (![view getMouseCoords:[view pointerPosition] eventX:&x eventY:&y]) {
return;
}
[view setPointerPosition:point];
switch (button) {
case kGameControllerMouseButtonLeft:
if (pressed) {
_firstButtonPressed = YES;
[view addEvent:InternalEvent(kInputTouchFirstDown, x, y)];
} else {
_firstButtonPressed = NO;
[view addEvent:InternalEvent(kInputTouchFirstUp, x, y)];
}
break;
case kGameControllerMouseButtonRight:
if (pressed) {
_secondButtonPressed = YES;
[view addEvent:InternalEvent(kInputTouchSecondDown, x, y)];
} else {
_secondButtonPressed = NO;
[view addEvent:InternalEvent(kInputTouchSecondUp, x, y)];
}
break;
default:
break;
}
}
- (void)handleJoystickAxisMotionX:(int)x andY:(int)y forJoystick:(GameControllerJoystick)joystick {
if (joystick == kGameControllerJoystickLeft) {
[view addEvent:InternalEvent(kInputJoystickAxisMotion, Common::JOYSTICK_AXIS_LEFT_STICK_X, x)];
[view addEvent:InternalEvent(kInputJoystickAxisMotion, Common::JOYSTICK_AXIS_LEFT_STICK_Y, y)];
} else {
[view addEvent:InternalEvent(kInputJoystickAxisMotion, Common::JOYSTICK_AXIS_RIGHT_STICK_X, x)];
[view addEvent:InternalEvent(kInputJoystickAxisMotion, Common::JOYSTICK_AXIS_RIGHT_STICK_Y, y)];
}
}
- (void)handleJoystickButtonAction:(int)button isPressed:(bool)pressed {
bool addEvent = true;
if (button == Common::JOYSTICK_BUTTON_A) {
if (_firstButtonPressed) {
if (pressed) {
addEvent = false;
}
}
_firstButtonPressed = pressed;
} else if (button == Common::JOYSTICK_BUTTON_B) {
if (_secondButtonPressed) {
if (pressed) {
addEvent = false;
}
}
_secondButtonPressed = pressed;
}
// Do not send button presses if keyboard is shown because if e.g.
// the "Do you want to quit?" dialog is shown the wait for user
// input will end (treating the button push as a mouse click) while
// the user tried to select the "y" or "n" character on the tvOS
// keyboard.
if (addEvent && ![view isKeyboardShown]) {
[view addEvent:InternalEvent(pressed ? kInputJoystickButtonDown : kInputJoystickButtonUp, button, 0)];
}
}
- (void)handleMainMenu:(BOOL)pressed {
if (!pressed) { // released
[view handleMainMenuKey];
}
}
@end