Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitview.m @ 5004:0c72ae7b7cb2
Added native atomic operations for Windows, Mac OS X, and gcc compiler intrinsics.
Changed the CAS return value to bool, so it's efficient with OSAtomicCompareAndSwap32Barrier()
Added an atomic test adapted from code by Michael Davidsaver
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 16 Jan 2011 15:16:39 -0800 |
parents | c24ba2cc9583 |
children | a69e36365766 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #import "SDL_uikitview.h" #include "../../events/SDL_keyboard_c.h" #include "../../events/SDL_mouse_c.h" #include "../../events/SDL_touch_c.h" #if SDL_IPHONE_KEYBOARD #import "keyinfotable.h" #import "SDL_uikitappdelegate.h" #import "SDL_uikitwindow.h" #endif @implementation SDL_uikitview - (void)dealloc { #if SDL_IPHONE_KEYBOARD [textField release]; #endif [super dealloc]; } - (id)initWithFrame:(CGRect)frame { self = [super initWithFrame: frame]; #if SDL_IPHONE_KEYBOARD [self initializeKeyboard]; #endif #ifdef FIXED_MULTITOUCH SDL_Touch touch; touch.id = 0; //TODO: Should be -1? //touch.driverdata = SDL_malloc(sizeof(EventTouchData)); //EventTouchData* data = (EventTouchData*)(touch.driverdata); touch.x_min = 0; touch.x_max = frame.size.width; touch.native_xres = touch.x_max - touch.x_min; touch.y_min = 0; touch.y_max = frame.size.height; touch.native_yres = touch.y_max - touch.y_min; touch.pressure_min = 0; touch.pressure_max = 1; touch.native_pressureres = touch.pressure_max - touch.pressure_min; touchId = SDL_AddTouch(&touch, "IPHONE SCREEN"); #endif return self; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSEnumerator *enumerator = [touches objectEnumerator]; UITouch *touch = (UITouch*)[enumerator nextObject]; //NSLog("Click"); if (touch) { CGPoint locationInView = [touch locationInView: self]; /* send moved event */ SDL_SendMouseMotion(NULL, 0, locationInView.x, locationInView.y); /* send mouse down event */ SDL_SendMouseButton(NULL, SDL_PRESSED, SDL_BUTTON_LEFT); } #ifdef FIXED_MULTITOUCH while(touch) { CGPoint locationInView = [touch locationInView: self]; #ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS //FIXME: TODO: Using touch as the fingerId is potentially dangerous //It is also much more efficient than storing the UITouch pointer //and comparing it to the incoming event. SDL_SendFingerDown(touchId,(long)touch, SDL_TRUE,locationInView.x,locationInView.y, 1); #else int i; for(i = 0;i < MAX_SIMULTANEOUS_TOUCHES;i++) { if(finger[i] == NULL) { finger[i] = touch; SDL_SendFingerDown(touchId,i, SDL_TRUE,locationInView.x,locationInView.y, 1); break; } } #endif touch = (UITouch*)[enumerator nextObject]; } #endif } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSEnumerator *enumerator = [touches objectEnumerator]; UITouch *touch = (UITouch*)[enumerator nextObject]; if (touch) { /* send mouse up */ SDL_SendMouseButton(NULL, SDL_RELEASED, SDL_BUTTON_LEFT); } #ifdef FIXED_MULTITOUCH while(touch) { CGPoint locationInView = [touch locationInView: self]; #ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS SDL_SendFingerDown(touchId,(long)touch, SDL_FALSE,locationInView.x,locationInView.y, 1); #else int i; for(i = 0;i < MAX_SIMULTANEOUS_TOUCHES;i++) { if(finger[i] == touch) { SDL_SendFingerDown(touchId,i, SDL_FALSE,locationInView.x,locationInView.y, 1); break; } } #endif touch = (UITouch*)[enumerator nextObject]; } #endif } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { /* this can happen if the user puts more than 5 touches on the screen at once, or perhaps in other circumstances. Usually (it seems) all active touches are canceled. */ [self touchesEnded: touches withEvent: event]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { NSEnumerator *enumerator = [touches objectEnumerator]; UITouch *touch = (UITouch*)[enumerator nextObject]; if (touch) { CGPoint locationInView = [touch locationInView: self]; /* send moved event */ SDL_SendMouseMotion(NULL, 0, locationInView.x, locationInView.y); } #ifdef FIXED_MULTITOUCH while(touch) { CGPoint locationInView = [touch locationInView: self]; #ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS SDL_SendTouchMotion(touchId,(long)touch, SDL_FALSE,locationInView.x,locationInView.y, 1); #else int i; for(i = 0;i < MAX_SIMULTANEOUS_TOUCHES;i++) { if(finger[i] == touch) { SDL_SendTouchMotion(touchId,i, SDL_FALSE,locationInView.x,locationInView.y, 1); break; } } #endif touch = (UITouch*)[enumerator nextObject]; } #endif } /* ---- Keyboard related functionality below this line ---- */ #if SDL_IPHONE_KEYBOARD /* Is the iPhone virtual keyboard visible onscreen? */ - (BOOL)keyboardVisible { return keyboardVisible; } /* Set ourselves up as a UITextFieldDelegate */ - (void)initializeKeyboard { textField = [[[UITextField alloc] initWithFrame: CGRectZero] autorelease]; textField.delegate = self; /* placeholder so there is something to delete! */ textField.text = @" "; /* set UITextInputTrait properties, mostly to defaults */ textField.autocapitalizationType = UITextAutocapitalizationTypeNone; textField.autocorrectionType = UITextAutocorrectionTypeNo; textField.enablesReturnKeyAutomatically = NO; textField.keyboardAppearance = UIKeyboardAppearanceDefault; textField.keyboardType = UIKeyboardTypeDefault; textField.returnKeyType = UIReturnKeyDefault; textField.secureTextEntry = NO; textField.hidden = YES; keyboardVisible = NO; /* add the UITextField (hidden) to our view */ [self addSubview: textField]; } /* reveal onscreen virtual keyboard */ - (void)showKeyboard { keyboardVisible = YES; [textField becomeFirstResponder]; } /* hide onscreen virtual keyboard */ - (void)hideKeyboard { keyboardVisible = NO; [textField resignFirstResponder]; } /* UITextFieldDelegate method. Invoked when user types something. */ - (BOOL)textField:(UITextField *)_textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string { if ([string length] == 0) { /* it wants to replace text with nothing, ie a delete */ SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_DELETE); SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_DELETE); } else { /* go through all the characters in the string we've been sent and convert them to key presses */ int i; for (i=0; i<[string length]; i++) { unichar c = [string characterAtIndex: i]; Uint16 mod = 0; SDL_scancode code; if (c < 127) { /* figure out the SDL_scancode and SDL_keymod for this unichar */ code = unicharToUIKeyInfoTable[c].code; mod = unicharToUIKeyInfoTable[c].mod; } else { /* we only deal with ASCII right now */ code = SDL_SCANCODE_UNKNOWN; mod = 0; } if (mod & KMOD_SHIFT) { /* If character uses shift, press shift down */ SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_LSHIFT); } /* send a keydown and keyup even for the character */ SDL_SendKeyboardKey(SDL_PRESSED, code); SDL_SendKeyboardKey(SDL_RELEASED, code); if (mod & KMOD_SHIFT) { /* If character uses shift, press shift back up */ SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_LSHIFT); } } } return NO; /* don't allow the edit! (keep placeholder text there) */ } /* Terminates the editing session */ - (BOOL)textFieldShouldReturn:(UITextField*)_textField { [self hideKeyboard]; return YES; } #endif @end /* iPhone keyboard addition functions */ #if SDL_IPHONE_KEYBOARD int SDL_iPhoneKeyboardShow(SDL_Window * window) { SDL_WindowData *data; SDL_uikitview *view; if (NULL == window) { SDL_SetError("Window does not exist"); return -1; } data = (SDL_WindowData *)window->driverdata; view = data->view; if (nil == view) { SDL_SetError("Window has no view"); return -1; } else { [view showKeyboard]; return 0; } } int SDL_iPhoneKeyboardHide(SDL_Window * window) { SDL_WindowData *data; SDL_uikitview *view; if (NULL == window) { SDL_SetError("Window does not exist"); return -1; } data = (SDL_WindowData *)window->driverdata; view = data->view; if (NULL == view) { SDL_SetError("Window has no view"); return -1; } else { [view hideKeyboard]; return 0; } } SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window) { SDL_WindowData *data; SDL_uikitview *view; if (NULL == window) { SDL_SetError("Window does not exist"); return -1; } data = (SDL_WindowData *)window->driverdata; view = data->view; if (NULL == view) { SDL_SetError("Window has no view"); return 0; } else { return view.keyboardVisible; } } int SDL_iPhoneKeyboardToggle(SDL_Window * window) { SDL_WindowData *data; SDL_uikitview *view; if (NULL == window) { SDL_SetError("Window does not exist"); return -1; } data = (SDL_WindowData *)window->driverdata; view = data->view; if (NULL == view) { SDL_SetError("Window has no view"); return -1; } else { if (SDL_iPhoneKeyboardIsShown(window)) { SDL_iPhoneKeyboardHide(window); } else { SDL_iPhoneKeyboardShow(window); } return 0; } } #else /* stubs, used if compiled without keyboard support */ int SDL_iPhoneKeyboardShow(SDL_Window * window) { SDL_SetError("Not compiled with keyboard support"); return -1; } int SDL_iPhoneKeyboardHide(SDL_Window * window) { SDL_SetError("Not compiled with keyboard support"); return -1; } SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window) { return 0; } int SDL_iPhoneKeyboardToggle(SDL_Window * window) { SDL_SetError("Not compiled with keyboard support"); return -1; } #endif /* SDL_IPHONE_KEYBOARD */