added gesture recognizers for all keys.

refactored some of the initialization code
left place holder for Zoom in/out with pinch recognizer.  The idea here is to make a virtual function like OnScroll for Zoom so we can take care of the zoom features natively.
reorganized some of the method declarations.
This commit is contained in:
techdragon.nguyen@gmail.com
2011-09-09 19:03:45 +00:00
parent 5d09bb8a13
commit 4e963c168f

View File

@@ -20,6 +20,8 @@ CGFloat lastRotation;
CGFloat firstX;
CGFloat firstY;
CGFloat currentX;
CGFloat currentY;
void JGECreateDefaultBindings()
{
@@ -67,6 +69,8 @@ void DestroyGame(void)
@dynamic animationFrameInterval;
@synthesize currentLocation;
#pragma mark class initialization methods
// You must implement this method
+ (Class)layerClass
{
@@ -81,6 +85,150 @@ void DestroyGame(void)
}
- (void) initGestureRecognizers {
UIGestureRecognizer *recognizer;
/*
create swipe handlers for single swipe
*/
UISwipeGestureRecognizer *singleFlickGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget: self action: @selector(handleFlickGesture:)];
singleFlickGestureRecognizer.numberOfTouchesRequired = 1;
singleFlickGestureRecognizer.direction = UISwipeGestureRecognizerDirectionRight;
[self addGestureRecognizer: singleFlickGestureRecognizer];
[singleFlickGestureRecognizer release];
singleFlickGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget: self action: @selector(handleFlickGesture:)];
singleFlickGestureRecognizer.numberOfTouchesRequired = 1;
singleFlickGestureRecognizer.direction = UISwipeGestureRecognizerDirectionLeft;
[self addGestureRecognizer: singleFlickGestureRecognizer];
[singleFlickGestureRecognizer release];
singleFlickGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget: self action: @selector(handleFlickGesture:)];
singleFlickGestureRecognizer.numberOfTouchesRequired = 1;
singleFlickGestureRecognizer.direction = UISwipeGestureRecognizerDirectionUp;
[self addGestureRecognizer: singleFlickGestureRecognizer];
[singleFlickGestureRecognizer release];
singleFlickGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget: self action: @selector(handleFlickGesture:)];
singleFlickGestureRecognizer.numberOfTouchesRequired = 1;
singleFlickGestureRecognizer.direction = UISwipeGestureRecognizerDirectionDown;
[self addGestureRecognizer: singleFlickGestureRecognizer];
[singleFlickGestureRecognizer release];
/*
Create a 3 fingers left swipe gesture recognizer to handle left trigger operations
*/
UISwipeGestureRecognizer *threeFingerSwipeLeftRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleNextPhase:)];
threeFingerSwipeLeftRecognizer.direction = UISwipeGestureRecognizerDirectionLeft;
threeFingerSwipeLeftRecognizer.numberOfTouchesRequired = 3;
[self addGestureRecognizer: threeFingerSwipeLeftRecognizer];
[threeFingerSwipeLeftRecognizer release];
/*
Create a 3 fingers right swipe gesture recognizer to handle opening and closing of hand. (right trigger)
*/
UISwipeGestureRecognizer *threeFingerSwipeRightRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleHand:)];
threeFingerSwipeRightRecognizer.direction = UISwipeGestureRecognizerDirectionRight;
threeFingerSwipeRightRecognizer.numberOfTouchesRequired = 3;
[self addGestureRecognizer: threeFingerSwipeRightRecognizer];
[threeFingerSwipeRightRecognizer release];
/*
Create a 2 fingers left swipe gesture recognizer to handle interruption. (square key)
*/
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleInterrupt:)];
((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionLeft;
((UISwipeGestureRecognizer*)recognizer).numberOfTouchesRequired = 2;
[self addGestureRecognizer:recognizer];
[recognizer requireGestureRecognizerToFail: threeFingerSwipeLeftRecognizer];
[recognizer release];
/*
Create a 2 fingers right swipe gesture recognizer. (circle key)
*/
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleSecondary:)];
((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionRight;
((UISwipeGestureRecognizer*)recognizer).numberOfTouchesRequired = 2;
[self addGestureRecognizer:recognizer];
[recognizer requireGestureRecognizerToFail: threeFingerSwipeRightRecognizer];
[recognizer release];
/*
Create a 2 fingers down swipe gesture recognizer to handle interruption. (cross key)
*/
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleOK:)];
((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionDown;
((UISwipeGestureRecognizer*)recognizer).numberOfTouchesRequired = 2;
[self addGestureRecognizer:recognizer];
[recognizer release];
/*
Create a 2 fingers up swipe gesture recognizer. (triangle key)
*/
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleCancel:)];
((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionUp;
((UISwipeGestureRecognizer*)recognizer).numberOfTouchesRequired = 2;
[self addGestureRecognizer:recognizer];
[recognizer release];
/*
Create a recognizer for the select key functionality
*/
UILongPressGestureRecognizer *selectKeyRecognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(handleSelectKey:)];
selectKeyRecognizer.minimumPressDuration =2;
selectKeyRecognizer.numberOfTouchesRequired = 2;
selectKeyRecognizer.delaysTouchesBegan = YES;
[self addGestureRecognizer:selectKeyRecognizer];
/*
Create a touch and hold to handle opening up the menu
*/
UILongPressGestureRecognizer *menuKeyRecognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(handleMenuWithLongPress:)];
menuKeyRecognizer.minimumPressDuration =2;
menuKeyRecognizer.numberOfTouchesRequired = 1;
[menuKeyRecognizer requireGestureRecognizerToFail: selectKeyRecognizer];
menuKeyRecognizer.delaysTouchesBegan = YES;
[self addGestureRecognizer:menuKeyRecognizer];
/*
Create a double tap recognizer to handle OK.
*/
UITapGestureRecognizer *doubleTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleOK:)];
doubleTapRecognizer.numberOfTapsRequired = 2;
doubleTapRecognizer.numberOfTouchesRequired = 1;
[self addGestureRecognizer: doubleTapRecognizer];
/*
Create a single tap recognizer to select the nearest object.
*/
UITapGestureRecognizer *singleTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleSingleTap:)];
singleTapRecognizer.numberOfTapsRequired = 1;
singleTapRecognizer.numberOfTouchesRequired = 1;
[self addGestureRecognizer: singleTapRecognizer];
/*
Use the pinch gesture recognizer to zoom in and out of a location on the screen.
*/
UIPinchGestureRecognizer *pinchGestureRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:@selector(pinchDetected:)];
[pinchGestureRecognizer setDelaysTouchesEnded: YES];
[self addGestureRecognizer: pinchGestureRecognizer];
[pinchGestureRecognizer release];
[menuKeyRecognizer release];
[selectKeyRecognizer release];
[singleTapRecognizer release];
}
- (id)initialize {
NSLog(@"EAGL View - initialize EAGL");
@@ -109,62 +257,8 @@ void DestroyGame(void)
started = FALSE;
animationFrameInterval = 1;
displayLink = nil;
UIGestureRecognizer *recognizer;
/*
Create a 2 fingers left swipe gesture recognizer to handle interruption.
*/
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleInterrupt:)];
((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionLeft;
((UISwipeGestureRecognizer*)recognizer).numberOfTouchesRequired = 2;
[self addGestureRecognizer:recognizer];
[recognizer release];
/*
Create a touch and hold to handle opening up the menu
*/
UILongPressGestureRecognizer *menuKeyRecognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(handleMenuWithLongPress:)];
menuKeyRecognizer.minimumPressDuration =2;
menuKeyRecognizer.numberOfTouchesRequired = 1;
menuKeyRecognizer.delaysTouchesBegan = YES;
[self addGestureRecognizer:menuKeyRecognizer];
/*
Create a single tap recognizer to handle OK.
*/
UITapGestureRecognizer *singleTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleOK:)];
singleTapRecognizer.numberOfTapsRequired = 1;
singleTapRecognizer.numberOfTouchesRequired = 1;
[singleTapRecognizer requireGestureRecognizerToFail: menuKeyRecognizer];
[singleTapRecognizer setDelaysTouchesBegan: YES];
[self addGestureRecognizer: singleTapRecognizer];
/*
Create a Pan recognizer
*/
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget: self action: @selector(handlePan:)];
panRecognizer.minimumNumberOfTouches = 1;
panRecognizer.maximumNumberOfTouches = 1;
[recognizer requireGestureRecognizerToFail: singleTapRecognizer];
[self addGestureRecognizer: panRecognizer];
/*
Create a 2 fingers right swipe gesture recognizer to handle opening and closing of hand
*/
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleHand:)];
((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionRight;
((UISwipeGestureRecognizer*)recognizer).numberOfTouchesRequired = 2;
[self addGestureRecognizer:recognizer];
[recognizer release];
[panRecognizer release];
[menuKeyRecognizer release];
[singleTapRecognizer release];
[self initGestureRecognizers];
return self;
}
@@ -196,116 +290,9 @@ void DestroyGame(void)
return self;
}
#pragma mark -
- (void)handlePan: (UIPanGestureRecognizer *)recognizer {
[[[(UITapGestureRecognizer*)recognizer view] layer] removeAllAnimations];
[self bringSubviewToFront:[(UIPanGestureRecognizer*)recognizer view]];
CGPoint translatedPoint = [(UIPanGestureRecognizer*)recognizer translationInView: self];
if([(UIPanGestureRecognizer*)recognizer state] == UIGestureRecognizerStateBegan) {
firstX = [[recognizer view] center].x;
firstY = [[recognizer view] center].y;
}
translatedPoint = CGPointMake(firstX+translatedPoint.x, firstY+translatedPoint.y);
// [[recognizer view] setCenter:translatedPoint];
if([(UIPanGestureRecognizer*)recognizer state] == UIGestureRecognizerStateEnded) {
CGFloat xVelocity = [(UIPanGestureRecognizer*)recognizer velocityInView: self].x;
CGFloat yVelocity = [(UIPanGestureRecognizer*)recognizer velocityInView: self].y;
CGFloat finalX = translatedPoint.x + (.35 * xVelocity);
CGFloat finalY = translatedPoint.y + (.35 * yVelocity);
if(UIDeviceOrientationIsPortrait([[UIDevice currentDevice] orientation])) {
if(finalX < 0)
{
finalX = 0;
}
else if(finalX > 768) {
finalX = 768;
}
if(finalY < 0) {
finalY = 0;
}
else if(finalY > 1024) {
finalY = 1024;
}
}
else {
if(finalX < 0)
{
finalX = 0;
}
else if(finalX > 1024) {
finalX = 768;
}
if(finalY < 0) {
finalY = 0;
}
else if(finalY > 768) {
finalY = 1024;
}
}
int xVelocityAbs = abs(static_cast<int>(xVelocity));
int yVelocityAbs = abs(static_cast<int>(yVelocity));
if (yVelocityAbs > 300 && (xVelocityAbs < yVelocityAbs))
{
bool flickUpwards = yVelocity < 0;
g_engine->HoldKey_NoRepeat(flickUpwards ? JGE_BTN_UP : JGE_BTN_DOWN);
}
else if (xVelocityAbs > 300 && (xVelocityAbs > yVelocityAbs))
{
bool flickRight = xVelocity > 0;
g_engine->HoldKey_NoRepeat( flickRight ? JGE_BTN_RIGHT : JGE_BTN_LEFT);
}
}
}
- (void)handleHand:(UITapGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_NEXT);
}
- (void)handleMenu:(UISwipeGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_MENU);
}
- (void)handleMenuWithLongPress:(UILongPressGestureRecognizer *)recognizer {
if (recognizer.state == UIGestureRecognizerStateEnded) {
NSLog(@"Long press Ended");
g_engine->HoldKey_NoRepeat(JGE_BTN_MENU);
}
else {
NSLog(@"Long press detected.");
}
}
- (void)handleInterrupt:(UISwipeGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_SEC);
}
- (void)handleNextPhase:(UISwipeGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_PREV);
}
- (void)handleOK:(UITapGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_OK);
}
#pragma mark Animation callbacks/methods
- (void)drawView:(id)sender
{
@@ -396,10 +383,142 @@ void DestroyGame(void)
}
}
#pragma mark -
#pragma mark Gesture Recognizer callbacks
- (void)handleSingleTap: (UITapGestureRecognizer *) recognizer {
[[[recognizer view] layer] removeAllAnimations];
currentLocation = [recognizer locationInView: self];
ES2Renderer* es2renderer = (ES2Renderer*)renderer;
int actualWidth = (int) JRenderer::GetInstance()->GetActualWidth();
int actualHeight = (int) JRenderer::GetInstance()->GetActualHeight();
if (currentLocation.y > es2renderer.viewPort.top &&
currentLocation.y < es2renderer.viewPort.bottom &&
currentLocation.x < es2renderer.viewPort.right &&
currentLocation.x > es2renderer.viewPort.left)
{
int xOffset = ((currentLocation.x-es2renderer.viewPort.left)*SCREEN_WIDTH)/actualWidth;
int yOffset = ((currentLocation.y-es2renderer.viewPort.top)*SCREEN_HEIGHT)/actualHeight;
g_engine->LeftClicked(xOffset, yOffset);
/*
// doesn't work as expected. Need to figure out correct algorithm. Double tap or double swipe down will execute OK button.
NSInteger xDiff = abs(static_cast<int>(currentX) - xOffset);
NSInteger yDiff = abs(static_cast<int>(currentY) - yOffset);
if (xDiff <= 60 && yDiff <= 60)
{
g_engine->HoldKey_NoRepeat(JGE_BTN_OK);
}
*/
currentX = xOffset;
currentY = yOffset;
}
else if(currentLocation.y < es2renderer.viewPort.top) {
NSLog(@"Menu Button");
if (recognizer.state == UIGestureRecognizerStateEnded)
g_engine->HoldKey_NoRepeat(JGE_BTN_MENU);
}
else if((currentLocation.y > es2renderer.viewPort.bottom) && (currentLocation.x < actualWidth/2)) {
if (recognizer.state == UIGestureRecognizerStateEnded)
g_engine->HoldKey_NoRepeat(JGE_BTN_PREV);
}
else if((currentLocation.y > es2renderer.viewPort.bottom) && (currentLocation.x >= actualWidth/2)) {
NSLog( @"Right Trigger");
if (recognizer.state == UIGestureRecognizerStateEnded)
g_engine->HoldKey_NoRepeat(JGE_BTN_NEXT);
}
}
- (void)handleFlickGesture: (UISwipeGestureRecognizer *) recognizer {
switch (recognizer.direction) {
case UISwipeGestureRecognizerDirectionDown:
g_engine->HoldKey_NoRepeat( JGE_BTN_DOWN );
break;
case UISwipeGestureRecognizerDirectionUp:
g_engine->HoldKey_NoRepeat( JGE_BTN_UP);
break;
case UISwipeGestureRecognizerDirectionLeft:
g_engine->HoldKey_NoRepeat( JGE_BTN_LEFT );
break;
case UISwipeGestureRecognizerDirectionRight:
g_engine->HoldKey_NoRepeat( JGE_BTN_RIGHT );
break;
default:
break;
}
CGPoint translatedPoint = [recognizer locationInView: self];
currentX = translatedPoint.x;
currentY = translatedPoint.y;
}
- (void)handleHand:(UITapGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_NEXT);
}
/* implement a zoom in /out function call */
- (IBAction)pinchDetected:(UIGestureRecognizer *)sender {
/*
CGFloat scale =
[(UIPinchGestureRecognizer *)sender scale];
CGFloat velocity =
[(UIPinchGestureRecognizer *)sender velocity];
g_engine->Zoom( scale, velocity );
*/
}
- (void)handleSelectKey:(UILongPressGestureRecognizer *) recognizer {
if ( recognizer.state == UIGestureRecognizerStateEnded )
{
g_engine->HoldKey_NoRepeat(JGE_BTN_CTRL);
}
}
- (void)handleMenuWithLongPress:(UILongPressGestureRecognizer *)recognizer {
if (recognizer.state == UIGestureRecognizerStateEnded) {
g_engine->HoldKey_NoRepeat(JGE_BTN_MENU);
}
}
- (void)handleNextPhase:(UISwipeGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_PREV);
}
- (void)handleOK:(UITapGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_OK);
}
- (void)handleSecondary: (UISwipeGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_PRI);
}
- (void)handleInterrupt:(UISwipeGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_SEC);
}
- (void)handleCancel:(UISwipeGestureRecognizer *) recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_CANCEL);
}
- (void) handleTouchEvent: (NSSet *) touches withEvent: (UIEvent *) event
{
UITouch* touch = [[event touchesForView:self] anyObject];
UITouch *touch = [[event touchesForView:self] anyObject];
NSUInteger numberOfTouches = [[event touchesForView: self] count];
// Convert touch point from UIView referential to OpenGL one (upside-down flip)
currentLocation = [touch previousLocationInView:self];
@@ -415,25 +534,26 @@ void DestroyGame(void)
{
int xOffset = ((currentLocation.x-es2renderer.viewPort.left)*SCREEN_WIDTH)/actualWidth;
int yOffset = ((currentLocation.y-es2renderer.viewPort.top)*SCREEN_HEIGHT)/actualHeight;
NSLog( @"clicked %d, %d: tapCount: %d", xOffset, yOffset, touch.tapCount);
if (touch.tapCount == 1)
{
if (touch.tapCount == 1 && numberOfTouches == 1)
{
g_engine->LeftClicked(xOffset, yOffset);
if ( touch.phase == UITouchPhaseEnded)
g_engine->HoldKey_NoRepeat(JGE_BTN_OK);
}
}
else if(currentLocation.y < es2renderer.viewPort.top) {
NSLog(@"Menu Button");
g_engine->HoldKey_NoRepeat(JGE_BTN_MENU);
}
else if(currentLocation.y > es2renderer.viewPort.bottom) {
NSLog( @"Right Trigger");
g_engine->HoldKey_NoRepeat(JGE_BTN_NEXT);
else if((currentLocation.y > es2renderer.viewPort.bottom) && (currentLocation.x < actualWidth/2)) {
if (touch.phase == UITouchPhaseEnded)
g_engine->HoldKey_NoRepeat(JGE_BTN_PREV);
}
else if((currentLocation.y > es2renderer.viewPort.bottom) && (currentLocation.x >= actualWidth/2)) {
if (touch.phase == UITouchPhaseEnded)
g_engine->HoldKey_NoRepeat(JGE_BTN_NEXT);
}
}
// Handles the start of a touch
@@ -446,7 +566,7 @@ void DestroyGame(void)
// Handles the continuation of a touch.
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
[self handleTouchEvent: touches withEvent: event];
//[self handleTouchEvent: touches withEvent: event];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
@@ -461,5 +581,6 @@ void DestroyGame(void)
// This application is not saving state.
}
#pragma mark -
@end