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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
// Disable symbol overrides so that we can use system headers.
#define FORBIDDEN_SYMBOL_ALLOW_ALL
#include "backends/platform/ios7/ios7_touch_controller.h"
#include "backends/platform/ios7/ios7_video.h"
@implementation TouchController {
UITouch *_touch;
}
@dynamic view;
@dynamic isConnected;
- (id)initWithView:(iPhoneView *)view {
self = [super initWithView:view];
_touch = nil;
// Touches should always be present in iOS view
[self setIsConnected:YES];
return self;
}
- (BOOL)shouldHandleTouch:(UITouch *)touch {
// In iOS touchpads will trigger UITouchTypeIndirect events
// However, they will also send mose events. Make sure to
// block the UITouchTypeIndirect but not in Apple TV OS where
// they are required as the Apple TV remote sends touh events
// but no mouse events.
#if TARGET_OS_IOS
return touch != nil && (touch.type == UITouchTypeDirect || touch.type == UITouchTypePencil);
#else
return YES;
#endif
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
_touch = [touches anyObject];
if ([self shouldHandleTouch:_touch]) {
CGPoint p = [self getLocationInView:_touch];
[[self view] addEvent:InternalEvent(kInputTouchBegan, p.x, p.y)];
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *t = [touches anyObject];
if (t != _touch) {
// We shouldn't end up here but if we do bail out
return;
}
_touch = t;
if ([self shouldHandleTouch:_touch]) {
CGPoint p = [self getLocationInView:_touch];
[[self view] addEvent:InternalEvent(kInputTouchMoved, p.x, p.y)];
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
_touch = nil;
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
_touch = nil;
}
@end
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