//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #import "platformiOS/T2DView.h" //#import //#include "platformiPhone/iPhoneEvents.h" #import "platformiOS/platformiOS.h" #import "platformiOS/platformGL.h" #import "platformiOS/iOSOGLVideo.h" #include "console/console.h" #include "math/mPoint.h" #include "platform/event.h" #include "game/gameInterface.h" #include "console/consoleInternal.h" #include "console/ast.h" #include "io/fileStream.h" #include "platformiOS/iOSUtil.h" #include "platformiOS/iOSEvents.h" #include "graphics/dgl.h" #include "debug/profiler.h" #define USE_DEPTH_BUFFER 0 extern bool createMouseMoveEvent(S32 i, S32 x, S32 y, S32 lastX, S32 lastY); extern bool createMouseDownEvent(S32 touchNumber, S32 x, S32 y, U32 numTouches); extern bool createMouseUpEvent(S32 touchNumber, S32 x, S32 y, S32 lastX, S32 lastY, U32 numTouches); //EFM extern void createMouseTapEvent( S32 nbrTaps, S32 x, S32 y ); bool retinaEnabled; void ConvertToRetina(CGPoint *p) { CGFloat screenScale = [[UIScreen mainScreen] scale]; p->x *= screenScale; p->y *= screenScale; } @implementation T2DView @synthesize context = _context; @synthesize currentAngle; @synthesize isLayedOut; -(void)swapBuffers { if( self.isLayedOut == true ) { [self.context presentRenderbuffer:GL_RENDERBUFFER_OES]; } } - (void)layoutSubviews { } -(void)rotateByAngle:(CGFloat)angle { CGAffineTransform transform = self.transform; transform = CGAffineTransformRotate(transform, angle); self.transform = transform; } -(void)rotateToAngle:(CGFloat)angle { CGFloat rotateAmount = (angle - currentAngle);//need to make this work better if( rotateAmount == 0 ) { return; } currentAngle = angle; [self rotateByAngle:rotateAmount]; } -(void)centerOnPoint:(CGPoint)point { self.center = point; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSUInteger touchCount = 0; // Enumerates through all touch objects for (UITouch *touch in touches) { CGPoint point = [touch locationInView:self]; if (retinaEnabled) { ConvertToRetina(&point); } S32 orientation = _iOSGameGetOrientation(); if (UIDeviceOrientationIsPortrait((UIDeviceOrientation)orientation)) { point.y -= _iOSGetPortraitTouchoffset(); } int numTouches = [touch tapCount]; createMouseDownEvent(touchCount, point.x, point.y, numTouches); touchCount++; } } extern Vector TouchMoveEvents; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { NSUInteger touchCount = 0; // Enumerates through all touch objects for (UITouch *touch in touches) { CGPoint point = [touch locationInView:self]; CGPoint prevPoint = [touch previousLocationInView:self]; //EFM if (retinaEnabled) { ConvertToRetina(&point); ConvertToRetina(&prevPoint); } S32 orientation = _iOSGameGetOrientation(); if (UIDeviceOrientationIsPortrait((UIDeviceOrientation)orientation)) { point.y -= _iOSGetPortraitTouchoffset(); prevPoint.y -= _iOSGetPortraitTouchoffset(); } createMouseMoveEvent(touchCount, point.x, point.y, prevPoint.x, prevPoint.y); touchCount++; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSUInteger touchCount = 0; // Enumerates through all touch objects for (UITouch *touch in touches) { CGPoint point = [touch locationInView:self]; CGPoint prevPoint = [touch previousLocationInView:self]; //EFM if (retinaEnabled) { ConvertToRetina(&point); ConvertToRetina(&prevPoint); } S32 orientation = _iOSGameGetOrientation(); if (UIDeviceOrientationIsPortrait((UIDeviceOrientation)orientation)) { point.y -= _iOSGetPortraitTouchoffset(); prevPoint.y -= _iOSGetPortraitTouchoffset(); } int tc = [touch tapCount]; createMouseUpEvent(touchCount, point.x, point.y, prevPoint.x, prevPoint.y, tc); touchCount++; //Luma: Tap support if (tc > 0) { // this was a tap, so create a tap event createMouseTapEvent(tc, (int) point.x, (int) point.y); } } } - (void)touchesChangedWithEvent:(UIEvent *)event { Con::printf("Touches Changed with Event"); } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [self touchesEnded:touches withEvent:event]; } bool gScreenAutoRotate = false; int currentRotate = 0; #define ROTATE_LEFT 0 #define ROTATE_RIGHT 1 #define ROTATE_UP 2 @end