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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
// Disable symbol overrides so that we can use system headers.
#define FORBIDDEN_SYMBOL_ALLOW_ALL
#include "backends/platform/iphone/iphone_video.h"
#include "graphics/colormasks.h"
iPhoneView *g_iPhoneViewInstance = nil;
static int g_fullWidth;
static int g_fullHeight;
static int g_needsScreenUpdate = 0;
#if 0
static long g_lastTick = 0;
static int g_frames = 0;
#endif
#define printOpenGLError() printOglError(__FILE__, __LINE__)
int printOglError(const char *file, int line) {
int retCode = 0;
// returns 1 if an OpenGL error occurred, 0 otherwise.
GLenum glErr = glGetError();
while (glErr != GL_NO_ERROR) {
fprintf(stderr, "glError: %u (%s: %d)\n", glErr, file, line);
retCode = 1;
glErr = glGetError();
}
return retCode;
}
bool iPhone_isHighResDevice() {
return g_fullHeight > 480;
}
void iPhone_updateScreen() {
//printf("Mouse: (%i, %i)\n", mouseX, mouseY);
if (!g_needsScreenUpdate) {
g_needsScreenUpdate = 1;
[g_iPhoneViewInstance performSelectorOnMainThread:@selector(updateSurface) withObject:nil waitUntilDone: NO];
}
}
bool iPhone_fetchEvent(InternalEvent *event) {
return [g_iPhoneViewInstance fetchEvent:event];
}
uint getSizeNextPOT(uint size) {
if ((size & (size - 1)) || !size) {
int log = 0;
while (size >>= 1)
++log;
size = (2 << log);
}
return size;
}
const char *iPhone_getDocumentsDir() {
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
return [documentsDirectory UTF8String];
}
@implementation iPhoneView
+ (Class)layerClass {
return [CAEAGLLayer class];
}
- (VideoContext *)getVideoContext {
return &_videoContext;
}
- (void)createContext {
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = YES;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGB565, kEAGLDrawablePropertyColorFormat, nil];
_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
// In case creating the OpenGL ES context failed, we will error out here.
if (_context == nil) {
fprintf(stderr, "Could not create OpenGL ES context\n");
exit(-1);
}
if ([EAGLContext setCurrentContext:_context]) {
glGenFramebuffersOES(1, &_viewFramebuffer); printOpenGLError();
glGenRenderbuffersOES(1, &_viewRenderbuffer); printOpenGLError();
glBindFramebufferOES(GL_FRAMEBUFFER_OES, _viewFramebuffer); printOpenGLError();
glBindRenderbufferOES(GL_RENDERBUFFER_OES, _viewRenderbuffer); printOpenGLError();
[_context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(id<EAGLDrawable>)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, _viewRenderbuffer); printOpenGLError();
// Retrieve the render buffer size. This *should* match the frame size,
// i.e. g_fullWidth and g_fullHeight.
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &_renderBufferWidth); printOpenGLError();
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &_renderBufferHeight); printOpenGLError();
if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
NSLog(@"Failed to make complete framebuffer object %x.", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
return;
}
_videoContext.overlayHeight = _renderBufferWidth;
_videoContext.overlayWidth = _renderBufferHeight;
uint overlayTextureWidth = getSizeNextPOT(_videoContext.overlayHeight);
uint overlayTextureHeight = getSizeNextPOT(_videoContext.overlayWidth);
// Since the overlay size won't change the whole run, we can
// precalculate the texture coordinates for the overlay texture here
// and just use it later on.
_overlayTexCoords[2] = _overlayTexCoords[6] = _videoContext.overlayWidth / (GLfloat)overlayTextureWidth;
_overlayTexCoords[5] = _overlayTexCoords[7] = _videoContext.overlayHeight / (GLfloat)overlayTextureHeight;
_videoContext.overlayTexture.create(overlayTextureWidth, overlayTextureHeight, Graphics::createPixelFormat<5551>());
glViewport(0, 0, _renderBufferWidth, _renderBufferHeight); printOpenGLError();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); printOpenGLError();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D); printOpenGLError();
glEnableClientState(GL_TEXTURE_COORD_ARRAY); printOpenGLError();
glEnableClientState(GL_VERTEX_ARRAY); printOpenGLError();
}
}
- (id)initWithFrame:(struct CGRect)frame {
self = [super initWithFrame: frame];
_contentScaleFactor = 1;
if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)]) {
if ([self respondsToSelector:@selector(setContentScaleFactor:)]) {
// Horrible and crazy method to get the proper return value of
// scale when the SDK used for building does not know anything
// about the selector scale...
NSMethodSignature *scaleSignature = [UIScreen instanceMethodSignatureForSelector:@selector(scale)];
NSInvocation *scaleInvocation = [NSInvocation invocationWithMethodSignature:scaleSignature];
[scaleInvocation setTarget:[UIScreen mainScreen]];
[scaleInvocation setSelector:@selector(scale)];
[scaleInvocation invoke];
NSInteger returnLength = [[scaleInvocation methodSignature] methodReturnLength];
if (returnLength == sizeof(CGFloat)) {
[scaleInvocation getReturnValue:&_contentScaleFactor];
[self setContentScaleFactor:_contentScaleFactor];
}
}
}
g_fullWidth = (int)frame.size.width;
g_fullHeight = (int)frame.size.height;
g_iPhoneViewInstance = self;
_keyboardView = nil;
_screenTexture = 0;
_overlayTexture = 0;
_mouseCursorTexture = 0;
_scaledShakeOffsetY = 0;
_firstTouch = NULL;
_secondTouch = NULL;
_eventLock = [[NSLock alloc] init];
_gameScreenVertCoords[0] = _gameScreenVertCoords[1] =
_gameScreenVertCoords[2] = _gameScreenVertCoords[3] =
_gameScreenVertCoords[4] = _gameScreenVertCoords[5] =
_gameScreenVertCoords[6] = _gameScreenVertCoords[7] = 0;
_gameScreenTexCoords[0] = _gameScreenTexCoords[1] =
_gameScreenTexCoords[2] = _gameScreenTexCoords[3] =
_gameScreenTexCoords[4] = _gameScreenTexCoords[5] =
_gameScreenTexCoords[6] = _gameScreenTexCoords[7] = 0;
_overlayVertCoords[0] = _overlayVertCoords[1] =
_overlayVertCoords[2] = _overlayVertCoords[3] =
_overlayVertCoords[4] = _overlayVertCoords[5] =
_overlayVertCoords[6] = _overlayVertCoords[7] = 0;
_overlayTexCoords[0] = _overlayTexCoords[1] =
_overlayTexCoords[2] = _overlayTexCoords[3] =
_overlayTexCoords[4] = _overlayTexCoords[5] =
_overlayTexCoords[6] = _overlayTexCoords[7] = 0;
_mouseVertCoords[0] = _mouseVertCoords[1] =
_mouseVertCoords[2] = _mouseVertCoords[3] =
_mouseVertCoords[4] = _mouseVertCoords[5] =
_mouseVertCoords[6] = _mouseVertCoords[7] = 0;
_mouseTexCoords[0] = _mouseTexCoords[1] =
_mouseTexCoords[2] = _mouseTexCoords[3] =
_mouseTexCoords[4] = _mouseTexCoords[5] =
_mouseTexCoords[6] = _mouseTexCoords[7] = 0;
// Initialize the OpenGL ES context
[self createContext];
return self;
}
- (void)dealloc {
if (_keyboardView != nil) {
[_keyboardView dealloc];
}
_videoContext.screenTexture.free();
_videoContext.overlayTexture.free();
_videoContext.mouseTexture.free();
[_eventLock dealloc];
[super dealloc];
}
- (void)drawRect:(CGRect)frame {
#if 0
if (g_lastTick == 0) {
g_lastTick = time(0);
}
g_frames++;
if (time(0) > g_lastTick) {
g_lastTick = time(0);
printf("FPS: %i\n", g_frames);
g_frames = 0;
}
#endif
}
- (void)setFilterModeForTexture:(GLuint)tex {
if (!tex)
return;
glBindTexture(GL_TEXTURE_2D, tex); printOpenGLError();
GLint filter = GL_LINEAR;
switch (_videoContext.graphicsMode) {
case kGraphicsModeLinear:
filter = GL_LINEAR;
break;
case kGraphicsModeNone:
filter = GL_NEAREST;
break;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); printOpenGLError();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); printOpenGLError();
// We use GL_CLAMP_TO_EDGE here to avoid artifacts when linear filtering
// is used. If we would not use this for example the cursor in Loom would
// have a line/border artifact on the right side of the covered rect.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); printOpenGLError();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); printOpenGLError();
}
- (void)setGraphicsMode {
[self setFilterModeForTexture:_screenTexture];
[self setFilterModeForTexture:_overlayTexture];
[self setFilterModeForTexture:_mouseCursorTexture];
}
- (void)updateSurface {
if (!g_needsScreenUpdate) {
return;
}
g_needsScreenUpdate = 0;
glClear(GL_COLOR_BUFFER_BIT); printOpenGLError();
[self updateMainSurface];
if (_videoContext.overlayVisible)
[self updateOverlaySurface];
if (_videoContext.mouseIsVisible)
[self updateMouseSurface];
glBindRenderbufferOES(GL_RENDERBUFFER_OES, _viewRenderbuffer); printOpenGLError();
[_context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
- (void)notifyMouseMove {
const GLint mouseX = (GLint)(_videoContext.mouseX * _mouseScaleX) - _mouseHotspotX;
const GLint mouseY = (GLint)(_videoContext.mouseY * _mouseScaleY) - _mouseHotspotY;
_mouseVertCoords[0] = _mouseVertCoords[4] = mouseX;
_mouseVertCoords[1] = _mouseVertCoords[3] = mouseY;
_mouseVertCoords[2] = _mouseVertCoords[6] = mouseX + _mouseWidth;
_mouseVertCoords[5] = _mouseVertCoords[7] = mouseY + _mouseHeight;
}
- (void)updateMouseCursorScaling {
CGRect *rect;
int maxWidth, maxHeight;
if (!_videoContext.overlayVisible) {
rect = &_gameScreenRect;
maxWidth = _videoContext.screenWidth;
maxHeight = _videoContext.screenHeight;
} else {
rect = &_overlayRect;
maxWidth = _videoContext.overlayWidth;
maxHeight = _videoContext.overlayHeight;
}
if (!maxWidth || !maxHeight) {
printf("WARNING: updateMouseCursorScaling called when screen was not ready (%d)!\n", _videoContext.overlayVisible);
return;
}
_mouseScaleX = CGRectGetWidth(*rect) / (GLfloat)maxWidth;
_mouseScaleY = CGRectGetHeight(*rect) / (GLfloat)maxHeight;
_mouseWidth = (GLint)(_videoContext.mouseWidth * _mouseScaleX);
_mouseHeight = (GLint)(_videoContext.mouseHeight * _mouseScaleY);
_mouseHotspotX = (GLint)(_videoContext.mouseHotspotX * _mouseScaleX);
_mouseHotspotY = (GLint)(_videoContext.mouseHotspotY * _mouseScaleY);
// We subtract the screen offset to the hotspot here to simplify the
// screen offset handling in the mouse code. Note the subtraction here
// makes sure that the offset actually gets added to the mouse position,
// since the hotspot offset is substracted from the position.
_mouseHotspotX -= (GLint)CGRectGetMinX(*rect);
_mouseHotspotY -= (GLint)CGRectGetMinY(*rect);
// FIXME: For now we also adapt the mouse position here. In reality we
// would be better off to also adjust the event position when switching
// from overlay to game screen or vica versa.
[self notifyMouseMove];
}
- (void)updateMouseCursor {
if (_mouseCursorTexture == 0) {
glGenTextures(1, &_mouseCursorTexture); printOpenGLError();
[self setFilterModeForTexture:_mouseCursorTexture];
}
[self updateMouseCursorScaling];
_mouseTexCoords[2] = _mouseTexCoords[6] = _videoContext.mouseWidth / (GLfloat)_videoContext.mouseTexture.w;
_mouseTexCoords[5] = _mouseTexCoords[7] = _videoContext.mouseHeight / (GLfloat)_videoContext.mouseTexture.h;
glBindTexture(GL_TEXTURE_2D, _mouseCursorTexture); printOpenGLError();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _videoContext.mouseTexture.w, _videoContext.mouseTexture.h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, _videoContext.mouseTexture.getPixels()); printOpenGLError();
}
- (void)updateMainSurface {
glVertexPointer(2, GL_FLOAT, 0, _gameScreenVertCoords); printOpenGLError();
glTexCoordPointer(2, GL_FLOAT, 0, _gameScreenTexCoords); printOpenGLError();
glBindTexture(GL_TEXTURE_2D, _screenTexture); printOpenGLError();
// Unfortunately we have to update the whole texture every frame, since glTexSubImage2D is actually slower in all cases
// due to the iPhone internals having to convert the whole texture back from its internal format when used.
// In the future we could use several tiled textures instead.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, _videoContext.screenTexture.w, _videoContext.screenTexture.h, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, _videoContext.screenTexture.getPixels()); printOpenGLError();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); printOpenGLError();
}
- (void)updateOverlaySurface {
glVertexPointer(2, GL_FLOAT, 0, _overlayVertCoords); printOpenGLError();
glTexCoordPointer(2, GL_FLOAT, 0, _overlayTexCoords); printOpenGLError();
glBindTexture(GL_TEXTURE_2D, _overlayTexture); printOpenGLError();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _videoContext.overlayTexture.w, _videoContext.overlayTexture.h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, _videoContext.overlayTexture.getPixels()); printOpenGLError();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); printOpenGLError();
}
- (void)updateMouseSurface {
glVertexPointer(2, GL_FLOAT, 0, _mouseVertCoords); printOpenGLError();
glTexCoordPointer(2, GL_FLOAT, 0, _mouseTexCoords); printOpenGLError();
glBindTexture(GL_TEXTURE_2D, _mouseCursorTexture); printOpenGLError();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); printOpenGLError();
}
- (void)setUpOrientation:(UIDeviceOrientation)orientation width:(int *)width height:(int *)height {
_orientation = orientation;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// We always force the origin (0,0) to be in the upper left corner.
switch (_orientation) {
case UIDeviceOrientationLandscapeRight:
glRotatef( 90, 0, 0, 1); printOpenGLError();
glOrthof(0, _renderBufferHeight, _renderBufferWidth, 0, 0, 1); printOpenGLError();
*width = _renderBufferHeight;
*height = _renderBufferWidth;
break;
case UIDeviceOrientationLandscapeLeft:
glRotatef(-90, 0, 0, 1); printOpenGLError();
glOrthof(0, _renderBufferHeight, _renderBufferWidth, 0, 0, 1); printOpenGLError();
*width = _renderBufferHeight;
*height = _renderBufferWidth;
break;
case UIDeviceOrientationPortrait:
default:
// We must force the portrait orientation here, since we might not know
// the real orientation.
_orientation = UIDeviceOrientationPortrait;
glOrthof(0, _renderBufferWidth, _renderBufferHeight, 0, 0, 1); printOpenGLError();
*width = _renderBufferWidth;
*height = _renderBufferHeight;
break;
}
}
- (void)createScreenTexture {
const uint screenTexWidth = getSizeNextPOT(_videoContext.screenWidth);
const uint screenTexHeight = getSizeNextPOT(_videoContext.screenHeight);
_gameScreenTexCoords[2] = _gameScreenTexCoords[6] = _videoContext.screenWidth / (GLfloat)screenTexWidth;
_gameScreenTexCoords[5] = _gameScreenTexCoords[7] = _videoContext.screenHeight / (GLfloat)screenTexHeight;
_videoContext.screenTexture.create(screenTexWidth, screenTexHeight, Graphics::createPixelFormat<565>());
}
- (void)initSurface {
int screenWidth, screenHeight;
[self setUpOrientation:[[UIDevice currentDevice] orientation] width:&screenWidth height:&screenHeight];
if (_screenTexture > 0) {
glDeleteTextures(1, &_screenTexture); printOpenGLError();
}
glGenTextures(1, &_screenTexture); printOpenGLError();
[self setFilterModeForTexture:_screenTexture];
if (_overlayTexture > 0) {
glDeleteTextures(1, &_overlayTexture); printOpenGLError();
}
glGenTextures(1, &_overlayTexture); printOpenGLError();
[self setFilterModeForTexture:_overlayTexture];
glBindRenderbufferOES(GL_RENDERBUFFER_OES, _viewRenderbuffer); printOpenGLError();
[self clearColorBuffer];
if (_keyboardView != nil) {
[_keyboardView removeFromSuperview];
[[_keyboardView inputView] removeFromSuperview];
}
GLfloat adjustedWidth = _videoContext.screenWidth;
GLfloat adjustedHeight = _videoContext.screenHeight;
if (_videoContext.asprectRatioCorrection) {
if (_videoContext.screenWidth == 320 && _videoContext.screenHeight == 200)
adjustedHeight = 240;
else if (_videoContext.screenWidth == 640 && _videoContext.screenHeight == 400)
adjustedHeight = 480;
}
float overlayPortraitRatio;
if (_orientation == UIDeviceOrientationLandscapeLeft || _orientation == UIDeviceOrientationLandscapeRight) {
GLfloat gameScreenRatio = adjustedWidth / adjustedHeight;
GLfloat screenRatio = (GLfloat)screenWidth / (GLfloat)screenHeight;
// These are the width/height according to the portrait layout!
int rectWidth, rectHeight;
int xOffset, yOffset;
if (gameScreenRatio < screenRatio) {
// When the game screen ratio is less than the screen ratio
// we need to scale the width, since the game screen was higher
// compared to the width than our output screen is.
rectWidth = (int)(screenHeight * gameScreenRatio);
rectHeight = screenHeight;
xOffset = (screenWidth - rectWidth) / 2;
yOffset = 0;
} else {
// When the game screen ratio is bigger than the screen ratio
// we need to scale the height, since the game screen was wider
// compared to the height than our output screen is.
rectWidth = screenWidth;
rectHeight = (int)(screenWidth / gameScreenRatio);
xOffset = 0;
yOffset = (screenHeight - rectHeight) / 2;
}
//printf("Rect: %i, %i, %i, %i\n", xOffset, yOffset, rectWidth, rectHeight);
_gameScreenRect = CGRectMake(xOffset, yOffset, rectWidth, rectHeight);
overlayPortraitRatio = 1.0f;
} else {
GLfloat ratio = adjustedHeight / adjustedWidth;
int height = (int)(screenWidth * ratio);
//printf("Making rect (%u, %u)\n", screenWidth, height);
_gameScreenRect = CGRectMake(0, 0, screenWidth, height);
CGRect keyFrame = CGRectMake(0.0f, 0.0f, 0.0f, 0.0f);
if (_keyboardView == nil) {
_keyboardView = [[SoftKeyboard alloc] initWithFrame:keyFrame];
[_keyboardView setInputDelegate:self];
}
[self addSubview:[_keyboardView inputView]];
[self addSubview: _keyboardView];
[[_keyboardView inputView] becomeFirstResponder];
overlayPortraitRatio = (_videoContext.overlayHeight * ratio) / _videoContext.overlayWidth;
}
_overlayRect = CGRectMake(0, 0, screenWidth, screenHeight * overlayPortraitRatio);
_gameScreenVertCoords[0] = _gameScreenVertCoords[4] = CGRectGetMinX(_gameScreenRect);
_gameScreenVertCoords[1] = _gameScreenVertCoords[3] = CGRectGetMinY(_gameScreenRect);
_gameScreenVertCoords[2] = _gameScreenVertCoords[6] = CGRectGetMaxX(_gameScreenRect);
_gameScreenVertCoords[5] = _gameScreenVertCoords[7] = CGRectGetMaxY(_gameScreenRect);
_overlayVertCoords[2] = _overlayVertCoords[6] = CGRectGetMaxX(_overlayRect);
_overlayVertCoords[5] = _overlayVertCoords[7] = CGRectGetMaxY(_overlayRect);
[self setViewTransformation];
[self updateMouseCursorScaling];
}
- (void)setViewTransformation {
// Set the modelview matrix. This matrix will be used for the shake offset
// support.
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Scale the shake offset according to the overlay size. We need this to
// adjust the overlay mouse click coordinates when an offset is set.
_scaledShakeOffsetY = (int)(_videoContext.shakeOffsetY / (GLfloat)_videoContext.screenHeight * CGRectGetHeight(_overlayRect));
// Apply the shakeing to the output screen.
glTranslatef(0, -_scaledShakeOffsetY, 0);
}
- (void)clearColorBuffer {
// The color buffer is triple-buffered, so we clear it multiple times right away to avid doing any glClears later.
int clearCount = 5;
while (clearCount-- > 0) {
glClear(GL_COLOR_BUFFER_BIT); printOpenGLError();
[_context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
}
- (void)addEvent:(InternalEvent)event {
[_eventLock lock];
_events.push_back(event);
[_eventLock unlock];
}
- (bool)fetchEvent:(InternalEvent *)event {
[_eventLock lock];
if (_events.empty()) {
[_eventLock unlock];
return false;
}
*event = *_events.begin();
_events.pop_front();
[_eventLock unlock];
return true;
}
/**
* Converts portrait mode coordinates into rotated mode coordinates.
*/
- (bool)convertToRotatedCoords:(CGPoint)point result:(CGPoint *)result {
switch (_orientation) {
case UIDeviceOrientationLandscapeLeft:
result->x = point.y;
result->y = _renderBufferWidth - point.x;
return true;
case UIDeviceOrientationLandscapeRight:
result->x = _renderBufferHeight - point.y;
result->y = point.x;
return true;
case UIDeviceOrientationPortrait:
result->x = point.x;
result->y = point.y;
return true;
default:
return false;
}
}
- (bool)getMouseCoords:(CGPoint)point eventX:(int *)x eventY:(int *)y {
// We scale the input according to our scale factor to get actual screen
// cooridnates.
point.x *= _contentScaleFactor;
point.y *= _contentScaleFactor;
if (![self convertToRotatedCoords:point result:&point])
return false;
CGRect *area;
int width, height, offsetY;
if (_videoContext.overlayVisible) {
area = &_overlayRect;
width = _videoContext.overlayWidth;
height = _videoContext.overlayHeight;
offsetY = _scaledShakeOffsetY;
} else {
area = &_gameScreenRect;
width = _videoContext.screenWidth;
height = _videoContext.screenHeight;
offsetY = _videoContext.shakeOffsetY;
}
point.x = (point.x - CGRectGetMinX(*area)) / CGRectGetWidth(*area);
point.y = (point.y - CGRectGetMinY(*area)) / CGRectGetHeight(*area);
*x = (int)(point.x * width);
// offsetY describes the translation of the screen in the upward direction,
// thus we need to add it here.
*y = (int)(point.y * height + offsetY);
// Clip coordinates
if (*x < 0 || *x > width || *y < 0 || *y > height)
return false;
return true;
}
- (void)deviceOrientationChanged:(UIDeviceOrientation)orientation {
switch (orientation) {
case UIDeviceOrientationLandscapeLeft:
case UIDeviceOrientationLandscapeRight:
case UIDeviceOrientationPortrait:
_orientation = orientation;
break;
default:
return;
}
[self addEvent:InternalEvent(kInputOrientationChanged, orientation, 0)];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
int x, y;
switch ([allTouches count]) {
case 1: {
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView:self];
if (![self getMouseCoords:point eventX:&x eventY:&y])
return;
_firstTouch = touch;
[self addEvent:InternalEvent(kInputMouseDown, x, y)];
break;
}
case 2: {
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView:self];
if (![self getMouseCoords:point eventX:&x eventY:&y])
return;
_secondTouch = touch;
[self addEvent:InternalEvent(kInputMouseSecondDown, x, y)];
break;
}
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
//NSSet *allTouches = [event allTouches];
int x, y;
for (UITouch *touch in touches) {
if (touch == _firstTouch) {
CGPoint point = [touch locationInView:self];
if (![self getMouseCoords:point eventX:&x eventY:&y])
return;
[self addEvent:InternalEvent(kInputMouseDragged, x, y)];
} else if (touch == _secondTouch) {
CGPoint point = [touch locationInView:self];
if (![self getMouseCoords:point eventX:&x eventY:&y])
return;
[self addEvent:InternalEvent(kInputMouseSecondDragged, x, y)];
}
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
int x, y;
switch ([allTouches count]) {
case 1: {
UITouch *touch = [[allTouches allObjects] objectAtIndex:0];
CGPoint point = [touch locationInView:self];
if (![self getMouseCoords:point eventX:&x eventY:&y])
return;
[self addEvent:InternalEvent(kInputMouseUp, x, y)];
break;
}
case 2: {
UITouch *touch = [[allTouches allObjects] objectAtIndex:1];
CGPoint point = [touch locationInView:self];
if (![self getMouseCoords:point eventX:&x eventY:&y])
return;
[self addEvent:InternalEvent(kInputMouseSecondUp, x, y)];
break;
}
}
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
}
- (void)handleKeyPress:(unichar)c {
[self addEvent:InternalEvent(kInputKeyPressed, c, 0)];
}
- (BOOL)canHandleSwipes {
return TRUE;
}
- (int)swipe:(int)num withEvent:(struct __GSEvent *)event {
//printf("swipe: %i\n", num);
[self addEvent:InternalEvent(kInputSwipe, num, 0)];
return 0;
}
- (void)applicationSuspend {
[self addEvent:InternalEvent(kInputApplicationSuspended, 0, 0)];
}
- (void)applicationResume {
[self addEvent:InternalEvent(kInputApplicationResumed, 0, 0)];
}
@end
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