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SDL_uikitview.m

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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2009 Sam Lantinga
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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"
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#include "../../events/SDL_keyboard_c.h"
#include "../../events/SDL_mouse_c.h"
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#if SDL_IPHONE_KEYBOARD
#import "keyinfotable.h"
#import "SDL_uikitappdelegate.h"
#import "SDL_uikitwindow.h"
#endif
@implementation SDL_uikitview
- (void)dealloc {
#if SDL_IPHONE_KEYBOARD
[textField release];
#endif
[super dealloc];
}
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame: frame];
#if SDL_IPHONE_KEYBOARD
[self initializeKeyboard];
#endif
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#if FIXME_MULTITOUCH
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int i;
for (i=0; i<MAX_SIMULTANEOUS_TOUCHES; i++) {
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mice[i].id = i;
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mice[i].driverdata = NULL;
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SDL_AddMouse(&mice[i], "Mouse", 0, 0, 1);
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}
self.multipleTouchEnabled = YES;
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#endif
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return self;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSEnumerator *enumerator = [touches objectEnumerator];
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UITouch *touch = (UITouch*)[enumerator nextObject];
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#if FIXME_MULTITOUCH
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/* 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];
/* 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);
/* switch back to our old mouse */
SDL_SelectMouse(oldMouse);
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/* grab next touch */
touch = (UITouch*)[enumerator nextObject];
}
#else
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);
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}
#endif
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}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSEnumerator *enumerator = [touches objectEnumerator];
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UITouch *touch = (UITouch*)[enumerator nextObject];
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#if FIXME_MULTITOUCH
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while(touch) {
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/* 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;
}
}
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/* grab next touch */
touch = (UITouch*)[enumerator nextObject];
}
#else
if (touch) {
/* send mouse up */
SDL_SendMouseButton(NULL, SDL_RELEASED, SDL_BUTTON_LEFT);
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#endif
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}
- (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];
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UITouch *touch = (UITouch*)[enumerator nextObject];
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#if FIXME_MULTITOUCH
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while(touch) {
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/* 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;
}
}
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/* grab next touch */
touch = (UITouch*)[enumerator nextObject];
}
#else
if (touch) {
CGPoint locationInView = [touch locationInView: self];
/* send moved event */
SDL_SendMouseMotion(NULL, 0, locationInView.x, locationInView.y);
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#endif
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}
/*
---- 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];
}
/* 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 */
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SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_DELETE);
SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_DELETE);
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}
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 */
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SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_LSHIFT);
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}
/* send a keydown and keyup even for the character */
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SDL_SendKeyboardKey(SDL_PRESSED, code);
SDL_SendKeyboardKey(SDL_RELEASED, code);
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if (mod & KMOD_SHIFT) {
/* If character uses shift, press shift back up */
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SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_LSHIFT);
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}
}
}
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
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int SDL_iPhoneKeyboardShow(SDL_Window * window) {
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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;
}
}
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int SDL_iPhoneKeyboardHide(SDL_Window * window) {
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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;
}
}
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SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window) {
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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;
}
}
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int SDL_iPhoneKeyboardToggle(SDL_Window * window) {
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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 {
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if (SDL_iPhoneKeyboardIsShown(window)) {
SDL_iPhoneKeyboardHide(window);
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}
else {
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SDL_iPhoneKeyboardShow(window);
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}
return 0;
}
}
#else
/* stubs, used if compiled without keyboard support */
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int SDL_iPhoneKeyboardShow(SDL_Window * window) {
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SDL_SetError("Not compiled with keyboard support");
return -1;
}
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int SDL_iPhoneKeyboardHide(SDL_Window * window) {
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SDL_SetError("Not compiled with keyboard support");
return -1;
}
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SDL_bool SDL_iPhoneKeyboardIsShown(SDL_Window * window) {
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return 0;
}
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int SDL_iPhoneKeyboardToggle(SDL_Window * window) {
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SDL_SetError("Not compiled with keyboard support");
return -1;
}
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#endif /* SDL_IPHONE_KEYBOARD */