programmatically load main controller
adapt settings to landscape
transition between main controller and other views
/*
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, mods for Hedgewars by Vittorio Giovara
slouken@libsdl.org, vittorio.giovara@gmail.com
*/
#include "PascalImports.h"
#import "SDL_uikitview.h"
#import "SDL_uikitappdelegate.h"
#if SDL_IPHONE_KEYBOARD
#import "SDL_keyboard_c.h"
#import "keyinfotable.h"
#import "SDL_uikitwindow.h"
#endif
@implementation SDL_uikitview
// they have to be global variables to allow showControls() to use them
UIButton *attackButton, *menuButton;
-(void) dealloc {
#if SDL_IPHONE_KEYBOARD
SDL_DelKeyboard(0);
[textField release];
#endif
[menuButton release];
[attackButton release];
[super dealloc];
}
- (id)initWithFrame:(CGRect)frame {
// the addTarget parameter for the buttons below is set like that because
// this object is inherited by SDL_openglesview.m which is the one allocated by SDL.
// We select this class with [self superclass] and call the selectors with "+" because
// they are superclass methods
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;
// custom code
attackButton = [[UIButton alloc] initWithFrame:CGRectMake(30, 480, 260,50)];
[attackButton setBackgroundImage:[UIImage imageNamed:@"Default.png"] forState:UIControlStateNormal];
[attackButton setBackgroundImage:[UIImage imageNamed:@"Default.png"] forState:UIControlStateHighlighted];
[attackButton addTarget:[self superclass] action:@selector(attackButtonPressed) forControlEvents:UIControlEventTouchDown];
[attackButton addTarget:[self superclass] action:@selector(attackButtonReleased) forControlEvents:UIControlEventTouchUpInside|UIControlEventTouchUpOutside];
[self addSubview:attackButton];
menuButton = [[UIButton alloc] initWithFrame:CGRectMake(0, 480, 30,50)];
[menuButton setBackgroundImage:[UIImage imageNamed:@"Default.png"] forState:UIControlStateNormal];
[menuButton addTarget:[self superclass] action:@selector(attackButtonPressed) forControlEvents:UIControlEventTouchUpInside];
[menuButton addTarget:[self superclass] action:@selector(attackButtonReleased) forControlEvents:UIControlEventTouchUpInside|UIControlEventTouchUpOutside];
[self addSubview:menuButton];
return self;
}
#pragma mark -
#pragma mark Exported functions for FreePascal
const char* IPH_getDocumentsPath() {
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex: 0];
return [documentsDirectory UTF8String];
}
void IPH_showControls (void) {
NSLog(@"Showing controls");
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
attackButton.frame = CGRectMake(30, 430, 260, 50);
menuButton.frame = CGRectMake(0, 430, 30, 50);
[UIView commitAnimations];
}
#pragma mark -
#pragma mark Superclass methods
+(void) attackButtonPressed {
HW_shoot();
}
+(void) attackButtonReleased {
HW_allKeysUp();
}
#pragma mark -
#pragma mark Custom SDL_UIView input handling
#define kMinimumPinchDelta 40
#define kMinimumGestureLength 10
#define kMaximumVariance 3
// we override default touch input to implement our own gestures
- (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];
CGFloat oldX = locationInView.x;
locationInView.x = locationInView.y;
locationInView.y = 320 - oldX;
// 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);
}
*/
UITouch *touch = [touches anyObject];
switch ([touches count]) {
case 1:
gestureStartPoint = [touch locationInView:self];
initialDistanceForPinching = 0;
switch ([touch tapCount]) {
case 1:
SDL_WarpMouseInWindow([SDLUIKitDelegate sharedAppDelegate].window,
(int)gestureStartPoint.y, 320 - (int)gestureStartPoint.x);
HW_click();
break;
case 2:
HW_ammoMenu();
break;
default:
break;
}
break;
case 2:
if (2 == [touch tapCount]) {
HW_zoomReset();
}
// pinching
NSArray *twoTouches = [touches allObjects];
UITouch *first = [twoTouches objectAtIndex:0];
UITouch *second = [twoTouches objectAtIndex:1];
initialDistanceForPinching = distanceBetweenPoints([first locationInView:self], [second locationInView:self]);
break;
default:
break;
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
initialDistanceForPinching = 0;
HW_allKeysUp();
/*
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 {
NSArray *twoTouches;
CGPoint currentPosition;
UITouch *touch = [touches anyObject];
switch ([touches count]) {
case 1:
currentPosition = [touch locationInView:self];
// panning
SDL_WarpMouseInWindow([SDLUIKitDelegate sharedAppDelegate].window,
(int)gestureStartPoint.y, 320 - (int)gestureStartPoint.x);
// remember that we have x and y inverted
/* temporarily disabling hog movements for camera panning testing
CGFloat vertDiff = gestureStartPoint.x - currentPosition.x;
CGFloat horizDiff = gestureStartPoint.y - currentPosition.y;
CGFloat deltaX = fabsf(vertDiff);
CGFloat deltaY = fabsf(horizDiff);
if (deltaY >= kMinimumGestureLength && deltaX <= kMaximumVariance) {
NSLog(@"Horizontal swipe detected, begX:%f curX:%f", gestureStartPoint.x, currentPosition.x);
if (horizDiff > 0) HW_walkLeft();
else HW_walkRight();
} else if (deltaX >= kMinimumGestureLength && deltaY <= kMaximumVariance){
NSLog(@"Vertical swipe detected, begY:%f curY:%f", gestureStartPoint.y, currentPosition.y);
if (vertDiff < 0) HW_aimUp();
else HW_aimDown();
}
*/
break;
case 2:
twoTouches = [touches allObjects];
UITouch *first = [twoTouches objectAtIndex:0];
UITouch *second = [twoTouches objectAtIndex:1];
CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self], [second locationInView:self]);
if (0 == initialDistanceForPinching)
initialDistanceForPinching = currentDistanceOfPinching;
if (currentDistanceOfPinching < initialDistanceForPinching + kMinimumPinchDelta)
HW_zoomOut();
else if (currentDistanceOfPinching > initialDistanceForPinching + kMinimumPinchDelta)
HW_zoomIn();
currentDistanceOfPinching = initialDistanceForPinching;
break;
default:
break;
}
/*
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;
}
}
}
*/
}
#pragma mark -
#pragma mark default routines
/*
---- 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_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 */