Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitview.m @ 4471:11cedc036ca1
Hello Sam.
I did fix/update the SDL 1.3 pandora port today ( 11 june 2010 ) and you can find the "hg diff" attached :)
David Carré ( Cpasjuste )
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 17 Jun 2010 22:23:20 -0700 |
parents | 3e69e077cb95 |
children | 6dc6a2bdd55e |
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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" #if SDL_IPHONE_KEYBOARD #import "SDL_keyboard_c.h" #import "keyinfotable.h" #import "SDL_uikitappdelegate.h" #import "SDL_uikitwindow.h" #endif @implementation SDL_uikitview - (void)dealloc { #if SDL_IPHONE_KEYBOARD SDL_DelKeyboard(0); [textField release]; #endif [super dealloc]; } - (id)initWithFrame:(CGRect)frame { self = [super initWithFrame: frame]; #if SDL_IPHONE_KEYBOARD [self initializeKeyboard]; #endif #if FIXME_MULTITOUCH int i; for (i=0; i<MAX_SIMULTANEOUS_TOUCHES; i++) { mice[i].id = i; mice[i].driverdata = NULL; SDL_AddMouse(&mice[i], "Mouse", 0, 0, 1); } self.multipleTouchEnabled = YES; #endif return self; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSEnumerator *enumerator = [touches objectEnumerator]; UITouch *touch =(UITouch*)[enumerator nextObject]; #if FIXME_MULTITOUCH /* associate touches with mice, so long as we have slots */ int i; int found = 0; for(i=0; touch && i < MAX_SIMULTANEOUS_TOUCHES; i++) { /* check if this mouse is already tracking a touch */ if (mice[i].driverdata != NULL) { continue; } /* mouse not associated with anything right now, associate the touch with this mouse */ found = 1; /* save old mouse so we can switch back */ int oldMouse = SDL_SelectMouse(-1); /* select this slot's mouse */ SDL_SelectMouse(i); CGPoint locationInView = [touch locationInView: self]; /* set driver data to touch object, we'll use touch object later */ mice[i].driverdata = [touch retain]; /* send moved event */ SDL_SendMouseMotion(i, 0, locationInView.x, locationInView.y, 0); /* send mouse down event */ SDL_SendMouseButton(i, SDL_PRESSED, SDL_BUTTON_LEFT); /* re-calibrate relative mouse motion */ SDL_GetRelativeMouseState(i, NULL, NULL); /* grab next touch */ touch = (UITouch*)[enumerator nextObject]; /* switch back to our old mouse */ SDL_SelectMouse(oldMouse); } #endif } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSEnumerator *enumerator = [touches objectEnumerator]; UITouch *touch=nil; #if FIXME_MULTITOUCH while(touch = (UITouch *)[enumerator nextObject]) { /* search for the mouse slot associated with this touch */ int i, found = NO; for (i=0; i<MAX_SIMULTANEOUS_TOUCHES && !found; i++) { if (mice[i].driverdata == touch) { /* found the mouse associate with the touch */ [(UITouch*)(mice[i].driverdata) release]; mice[i].driverdata = NULL; /* send mouse up */ SDL_SendMouseButton(i, SDL_RELEASED, SDL_BUTTON_LEFT); /* discontinue search for this touch */ found = YES; } } } #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=nil; #if FIXME_MULTITOUCH while(touch = (UITouch *)[enumerator nextObject]) { /* try to find the mouse associated with this touch */ int i, found = NO; for (i=0; i<MAX_SIMULTANEOUS_TOUCHES && !found; i++) { if (mice[i].driverdata == touch) { /* found proper mouse */ CGPoint locationInView = [touch locationInView: self]; /* send moved event */ SDL_SendMouseMotion(i, 0, locationInView.x, locationInView.y, 0); /* discontinue search */ found = YES; } } } #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]; /* create our SDL_Keyboard */ SDL_Keyboard keyboard; SDL_zero(keyboard); SDL_AddKeyboard(&keyboard, 0); SDLKey keymap[SDL_NUM_SCANCODES]; SDL_GetDefaultKeymap(keymap); SDL_SetKeymap(0, 0, keymap, SDL_NUM_SCANCODES); } /* 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( 0, SDL_PRESSED, SDL_SCANCODE_DELETE); SDL_SendKeyboardKey( 0, 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( 0, SDL_PRESSED, SDL_SCANCODE_LSHIFT); } /* send a keydown and keyup even for the character */ SDL_SendKeyboardKey( 0, SDL_PRESSED, code); SDL_SendKeyboardKey( 0, SDL_RELEASED, code); if (mod & KMOD_SHIFT) { /* If character uses shift, press shift back up */ SDL_SendKeyboardKey( 0, 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 */