Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitview.m @ 5176:ebfedf3787b1
Standardized on using the managed texture pool.
Also experimented with dynamic textures, but didn't get any speed increase with them. More research and testing is needed.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 04 Feb 2011 12:25:26 -0800 |
parents | c63b901d97ab |
children | 572a73d71b5f |
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" #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 { [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]; 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]; [textField release]; } /* 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 { SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_RETURN); [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 */ /* vi: set ts=4 sw=4 expandtab: */