Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitview.m @ 3473:7bdc10624cba
This is terrible, but the OpenGL standard says that lines are half open, which means that one endpoint is not covered so adjoining lines don't overlap. It also doesn't define which end is open, and indeed Mac OS X and Linux differ. Mac OS X seems to leave the second endpoint open, but Linux uses the right-most endpoint for x major lines and the bottom-most endpoint for y major lines.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 21 Nov 2009 07:14:21 +0000 |
parents | b93965a16fe0 |
children | 64ce267332c6 |
line wrap: on
line source
/* 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 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; return self; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSEnumerator *enumerator = [touches objectEnumerator]; UITouch *touch =(UITouch*)[enumerator nextObject]; /* 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); } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSEnumerator *enumerator = [touches objectEnumerator]; UITouch *touch=nil; 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; } } } } - (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; 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; } } } } /* ---- 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_WindowID windowID) { SDL_Window *window = SDL_GetWindowFromID(windowID); 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_WindowID windowID) { SDL_Window *window = SDL_GetWindowFromID(windowID); 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_WindowID windowID) { SDL_Window *window = SDL_GetWindowFromID(windowID); 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_WindowID windowID) { SDL_Window *window = SDL_GetWindowFromID(windowID); 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(windowID)) { SDL_iPhoneKeyboardHide(windowID); } else { SDL_iPhoneKeyboardShow(windowID); } return 0; } } #else /* stubs, used if compiled without keyboard support */ int SDL_iPhoneKeyboardShow(SDL_WindowID windowID) { SDL_SetError("Not compiled with keyboard support"); return -1; } int SDL_iPhoneKeyboardHide(SDL_WindowID windowID) { SDL_SetError("Not compiled with keyboard support"); return -1; } SDL_bool SDL_iPhoneKeyboardIsShown(SDL_WindowID windowID) { return 0; } int SDL_iPhoneKeyboardToggle(SDL_WindowID windowID) { SDL_SetError("Not compiled with keyboard support"); return -1; } #endif /* SDL_IPHONE_KEYBOARD */