Previously the mouse position in the view was tracked using the pointerPosition property. Scaling and relative mosue movements were calculated in the view using screen properties stored in the videoContext structure. Now when moving to iOSGraphicsManager all that handling will be handled by the WindowedGraphicsManager, which the iOSGraphicsManager inherit. Rework the input code to send down pure x and y position values, scaled according to the view content scale factor. Remove code related to mouse movement that is no longer needed.
103 lines
3.3 KiB
Text
103 lines
3.3 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 "common/events.h"
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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 *)v {
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self = [super init];
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if (self) {
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[self setView:v];
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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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// Override the setter method
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- (void)setIsConnected:(BOOL)isConnected {
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// Inform that input changed
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_isConnected = isConnected;
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[view addEvent:InternalEvent(kInputChanged, 0, 0)];
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}
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- (CGPoint)getLocationInView:(UITouch *)touch; {
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CGPoint p = [touch locationInView:[self view]];
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p.x *= [[self view] contentScaleFactor];
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p.y *= [[self view] contentScaleFactor];
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return p;
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}
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- (void)handleJoystickAxisMotionX:(int)x andY:(int)y forJoystick:(GameControllerJoystick)joystick {
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if (joystick == kGameControllerJoystickLeft) {
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[view addEvent:InternalEvent(kInputJoystickAxisMotion, Common::JOYSTICK_AXIS_LEFT_STICK_X, x)];
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[view addEvent:InternalEvent(kInputJoystickAxisMotion, Common::JOYSTICK_AXIS_LEFT_STICK_Y, y)];
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} else {
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[view addEvent:InternalEvent(kInputJoystickAxisMotion, Common::JOYSTICK_AXIS_RIGHT_STICK_X, x)];
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[view addEvent:InternalEvent(kInputJoystickAxisMotion, Common::JOYSTICK_AXIS_RIGHT_STICK_Y, y)];
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}
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}
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- (void)handleJoystickButtonAction:(int)button isPressed:(bool)pressed {
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bool addEvent = true;
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if (button == Common::JOYSTICK_BUTTON_A) {
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if (_firstButtonPressed) {
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if (pressed) {
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addEvent = false;
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}
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}
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_firstButtonPressed = pressed;
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} else if (button == Common::JOYSTICK_BUTTON_B) {
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if (_secondButtonPressed) {
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if (pressed) {
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addEvent = false;
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}
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}
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_secondButtonPressed = pressed;
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}
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// Do not send button presses if keyboard is shown because if e.g.
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// the "Do you want to quit?" dialog is shown the wait for user
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// input will end (treating the button push as a mouse click) while
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// the user tried to select the "y" or "n" character on the tvOS
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// keyboard.
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if (addEvent && ![view isKeyboardShown]) {
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[view addEvent:InternalEvent(pressed ? kInputJoystickButtonDown : kInputJoystickButtonUp, button, 0)];
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}
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}
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- (void)handleMainMenu:(BOOL)pressed {
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if (!pressed) { // released
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[view handleMainMenuKey];
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}
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}
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@end
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