Add a GameController base class which handles user inputs from a controller. The input is either a pointer move or a button action. If the input is a pointer move, make sure that the move is within valid coordinates in the game (respecting the resolution which is most probably lower than the view resolution).
101 lines
2.7 KiB
Text
101 lines
2.7 KiB
Text
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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// Disable symbol overrides so that we can use system headers.
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#define FORBIDDEN_SYMBOL_ALLOW_ALL
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#include "backends/platform/ios7/ios7_game_controller.h"
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#include "backends/platform/ios7/ios7_video.h"
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@interface GameController()
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@property (nonatomic, assign) BOOL firstButtonPressed;
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@property (nonatomic, assign) BOOL secondButtonPressed;
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@end
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@implementation GameController
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@synthesize view;
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- (id)initWithView:(iPhoneView *)view {
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self = [super init];
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if (self) {
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[self setView:view];
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}
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_firstButtonPressed = _secondButtonPressed = NO;
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return self;
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}
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- (void)handlePointerMoveTo:(CGPoint)point {
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int x, y;
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// Only set valid mouse coordinates in games
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if (![view getMouseCoords:point eventX:&x eventY:&y]) {
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return;
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}
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[view setPointerPosition:point];
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if (_firstButtonPressed) {
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[view addEvent:InternalEvent(kInputMouseDragged, x, y)];
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} else if (_secondButtonPressed) {
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[view addEvent:InternalEvent(kInputMouseSecondDragged, x, y)];
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} else {
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[view addEvent:InternalEvent(kInputMouseDragged, x, y)];
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}
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}
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- (void)handleMouseButtonAction:(GameControllerMouseButton)button isPressed:(bool)pressed at:(CGPoint)point{
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int x, y;
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// Only set valid mouse coordinates in games
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if (![view getMouseCoords:[view pointerPosition] eventX:&x eventY:&y]) {
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return;
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}
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[view setPointerPosition:point];
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switch (button) {
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case kGameControllerMouseButtonLeft:
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if (pressed) {
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_firstButtonPressed = YES;
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[view addEvent:InternalEvent(kInputMouseDown, x, y)];
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} else {
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_firstButtonPressed = NO;
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[view addEvent:InternalEvent(kInputMouseUp, x, y)];
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}
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break;
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case kGameControllerMouseButtonRight:
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if (pressed) {
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_secondButtonPressed = YES;
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[view addEvent:InternalEvent(kInputMouseSecondDown, x, y)];
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} else {
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_secondButtonPressed = NO;
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[view addEvent:InternalEvent(kInputMouseSecondUp, x, y)];
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}
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break;
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default:
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break;
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}
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}
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@end
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