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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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#include "../../events/SDL_touch_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 {
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[super dealloc];
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}
- (id)initWithFrame:(CGRect)frame {
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self = [super initWithFrame: frame];
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#if SDL_IPHONE_KEYBOARD
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[self initializeKeyboard];
#endif
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#ifdef FIXED_MULTITOUCH
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SDL_Touch touch;
touch.id = 0; //TODO: Should be -1?
//touch.driverdata = SDL_malloc(sizeof(EventTouchData));
//EventTouchData* data = (EventTouchData*)(touch.driverdata);
touch.x_min = 0;
touch.x_max = frame.size.width;
touch.native_xres = touch.x_max - touch.x_min;
touch.y_min = 0;
touch.y_max = frame.size.height;
touch.native_yres = touch.y_max - touch.y_min;
touch.pressure_min = 0;
touch.pressure_max = 1;
touch.native_pressureres = touch.pressure_max - touch.pressure_min;
touchId = SDL_AddTouch(&touch, "IPHONE SCREEN");
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#endif
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return self;
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}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
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NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch = (UITouch*)[enumerator nextObject];
//NSLog("Click");
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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#ifdef FIXED_MULTITOUCH
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while(touch) {
CGPoint locationInView = [touch locationInView: self];
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#ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS
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//FIXME: TODO: Using touch as the fingerId is potentially dangerous
//It is also much more efficient than storing the UITouch pointer
//and comparing it to the incoming event.
SDL_SendFingerDown(touchId,(long)touch,
SDL_TRUE,locationInView.x,locationInView.y,
1);
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#else
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int i;
for(i = 0;i < MAX_SIMULTANEOUS_TOUCHES;i++) {
if(finger[i] == NULL) {
finger[i] = touch;
SDL_SendFingerDown(touchId,i,
SDL_TRUE,locationInView.x,locationInView.y,
1);
break;
}
}
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#endif
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touch = (UITouch*)[enumerator nextObject];
}
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#endif
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}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
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NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch = (UITouch*)[enumerator nextObject];
if (touch) {
/* send mouse up */
SDL_SendMouseButton(NULL, SDL_RELEASED, SDL_BUTTON_LEFT);
}
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#ifdef FIXED_MULTITOUCH
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while(touch) {
CGPoint locationInView = [touch locationInView: self];
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#ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS
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SDL_SendFingerDown(touchId,(long)touch,
SDL_FALSE,locationInView.x,locationInView.y,
1);
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#else
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int i;
for(i = 0;i < MAX_SIMULTANEOUS_TOUCHES;i++) {
if(finger[i] == touch) {
SDL_SendFingerDown(touchId,i,
SDL_FALSE,locationInView.x,locationInView.y,
1);
break;
}
}
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#endif
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touch = (UITouch*)[enumerator nextObject];
}
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#endif
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}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
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/*
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];
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}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
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NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch = (UITouch*)[enumerator nextObject];
if (touch) {
CGPoint locationInView = [touch locationInView: self];
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/* send moved event */
SDL_SendMouseMotion(NULL, 0, locationInView.x, locationInView.y);
}
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#ifdef FIXED_MULTITOUCH
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while(touch) {
CGPoint locationInView = [touch locationInView: self];
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#ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS
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SDL_SendTouchMotion(touchId,(long)touch,
SDL_FALSE,locationInView.x,locationInView.y,
1);
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#else
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int i;
for(i = 0;i < MAX_SIMULTANEOUS_TOUCHES;i++) {
if(finger[i] == touch) {
SDL_SendTouchMotion(touchId,i,
SDL_FALSE,locationInView.x,locationInView.y,
1);
break;
}
}
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#endif
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touch = (UITouch*)[enumerator nextObject];
}
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#endif
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}
/*
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---- Keyboard related functionality below this line ----
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*/
#if SDL_IPHONE_KEYBOARD
/* Is the iPhone virtual keyboard visible onscreen? */
- (BOOL)keyboardVisible {
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return keyboardVisible;
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}
/* Set ourselves up as a UITextFieldDelegate */
- (void)initializeKeyboard {
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textField = [[UITextField alloc] initWithFrame: CGRectZero];
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];
[textField release];
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}
/* reveal onscreen virtual keyboard */
- (void)showKeyboard {
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keyboardVisible = YES;
[textField becomeFirstResponder];
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}
/* hide onscreen virtual keyboard */
- (void)hideKeyboard {
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keyboardVisible = NO;
[textField resignFirstResponder];
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}
/* UITextFieldDelegate method. Invoked when user types something. */
- (BOOL)textField:(UITextField *)_textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string {
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if ([string length] == 0) {
/* it wants to replace text with nothing, ie a delete */
SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_DELETE);
SDL_SendKeyboardKey(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;
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SDL_Scancode code;
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if (c < 127) {
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/* figure out the SDL_Scancode and SDL_keymod for this unichar */
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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(SDL_PRESSED, SDL_SCANCODE_LSHIFT);
}
/* send a keydown and keyup even for the character */
SDL_SendKeyboardKey(SDL_PRESSED, code);
SDL_SendKeyboardKey(SDL_RELEASED, code);
if (mod & KMOD_SHIFT) {
/* If character uses shift, press shift back up */
SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_LSHIFT);
}
}
}
return NO; /* don't allow the edit! (keep placeholder text there) */
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}
/* Terminates the editing session */
- (BOOL)textFieldShouldReturn:(UITextField*)_textField {
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SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_RETURN);
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[self hideKeyboard];
return YES;
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}
#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 {
if (SDL_iPhoneKeyboardIsShown(window)) {
SDL_iPhoneKeyboardHide(window);
}
else {
SDL_iPhoneKeyboardShow(window);
}
return 0;
}
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}
#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 */
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/* vi: set ts=4 sw=4 expandtab: */