adjusted controls for Touch interface on iOS.
* Single Tap now implemented * Touch and Hold (2 secs) to pop up menu * added a pan gesture to simulate flicking up/down and left/right * removed dependency on binding keys to game for iOS devices. (perhaps extend this to all touch devices.) * flicking motion needs to be expanded to allow for smooth scrolling. Right now every flick is equivalent to going one slot up/down/left/right.
This commit is contained in:
@@ -10,11 +10,16 @@
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#include "JRenderer.h"
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#include "JGameLauncher.h"
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uint64_t lastTickCount;
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JGE* g_engine = NULL;
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static JApp* g_app = NULL;
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static JGameLauncher* g_launcher = NULL;
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CGFloat lastScale;
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CGFloat lastRotation;
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CGFloat firstX;
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CGFloat firstY;
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void JGECreateDefaultBindings()
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{
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@@ -75,30 +80,6 @@ void DestroyGame(void)
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[super dealloc];
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}
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-(id)initWithFrame:(CGRect)frame {
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NSLog(@"EAGL View - init With Frame: origin(%f %f) size(%f %f)",
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frame.origin.x, frame.origin.y, frame.size.width, frame.size.height);
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if ((self = [super initWithFrame:frame])) {
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self = [self initialize];
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} // if ((self = [super initWithFrame:frame]))
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return self;
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}
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//The EAGL view is stored in the nib file. When it's unarchived it's sent -initWithCoder:
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- (id)initWithCoder:(NSCoder*)coder
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{
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if ((self = [super initWithCoder:coder]))
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{
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self = [self initialize];
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}
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return self;
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}
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- (id)initialize {
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@@ -128,25 +109,8 @@ void DestroyGame(void)
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started = FALSE;
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animationFrameInterval = 1;
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displayLink = nil;
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UIGestureRecognizer *recognizer;
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/*
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Create a double tap recognizer to handle OK.
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*/
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recognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleOK:)];
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[self addGestureRecognizer:recognizer];
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((UITapGestureRecognizer*)recognizer).numberOfTapsRequired = 2;
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[recognizer release];
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/*
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Create a 2 fingers right swipe gesture recognizer to handle next phase.
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*/
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recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleNextPhase:)];
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((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionRight;
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((UISwipeGestureRecognizer*)recognizer).numberOfTouchesRequired = 2;
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[self addGestureRecognizer:recognizer];
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[recognizer release];
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UIGestureRecognizer *recognizer;
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/*
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Create a 2 fingers left swipe gesture recognizer to handle interruption.
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@@ -156,30 +120,162 @@ void DestroyGame(void)
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((UISwipeGestureRecognizer*)recognizer).numberOfTouchesRequired = 2;
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[self addGestureRecognizer:recognizer];
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[recognizer release];
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/*
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Create a touch and hold to handle opening up the menu
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*/
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UILongPressGestureRecognizer *menuKeyRecognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(handleMenuWithLongPress:)];
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menuKeyRecognizer.minimumPressDuration =2;
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menuKeyRecognizer.numberOfTouchesRequired = 1;
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menuKeyRecognizer.delaysTouchesBegan = YES;
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[self addGestureRecognizer:menuKeyRecognizer];
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/*
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Create a 3 fingers up swipe gesture recognizer to handle menu.
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Create a single tap recognizer to handle OK.
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*/
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recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleMenu:)];
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((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionUp;
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((UISwipeGestureRecognizer*)recognizer).numberOfTouchesRequired = 3;
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[self addGestureRecognizer:recognizer];
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[recognizer release];
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/*
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Create a 2 fingers long press gesture recognizer to handle hand display.
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UITapGestureRecognizer *singleTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleOK:)];
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singleTapRecognizer.numberOfTapsRequired = 1;
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singleTapRecognizer.numberOfTouchesRequired = 1;
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[singleTapRecognizer requireGestureRecognizerToFail: menuKeyRecognizer];
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[singleTapRecognizer setDelaysTouchesBegan: YES];
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[self addGestureRecognizer: singleTapRecognizer];
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/*
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Create a Pan recognizer
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*/
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recognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(handleHand:)];
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((UILongPressGestureRecognizer*)recognizer).minimumPressDuration = 1;
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((UILongPressGestureRecognizer*)recognizer).numberOfTouchesRequired = 2;
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UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget: self action: @selector(handlePan:)];
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panRecognizer.minimumNumberOfTouches = 1;
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panRecognizer.maximumNumberOfTouches = 1;
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[recognizer requireGestureRecognizerToFail: singleTapRecognizer];
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[self addGestureRecognizer: panRecognizer];
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/*
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Create a 2 fingers right swipe gesture recognizer to handle opening and closing of hand
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*/
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recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleHand:)];
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((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionRight;
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((UISwipeGestureRecognizer*)recognizer).numberOfTouchesRequired = 2;
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[self addGestureRecognizer:recognizer];
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[recognizer release];
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[panRecognizer release];
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[menuKeyRecognizer release];
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[singleTapRecognizer release];
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return self;
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}
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- (void)handleHand:(UILongPressGestureRecognizer *)recognizer {
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-(id)initWithFrame:(CGRect)frame {
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NSLog(@"EAGL View - init With Frame: origin(%f %f) size(%f %f)",
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frame.origin.x, frame.origin.y, frame.size.width, frame.size.height);
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if ((self = [super initWithFrame:frame])) {
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self = [self initialize];
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}
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return self;
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}
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//The EAGL view is stored in the nib file. When it's unarchived it's sent -initWithCoder:
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- (id)initWithCoder:(NSCoder*)coder
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{
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if ((self = [super initWithCoder:coder]))
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{
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self = [self initialize];
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}
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return self;
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}
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- (void)handlePan: (UIPanGestureRecognizer *)recognizer {
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[[[(UITapGestureRecognizer*)recognizer view] layer] removeAllAnimations];
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[self bringSubviewToFront:[(UIPanGestureRecognizer*)recognizer view]];
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CGPoint translatedPoint = [(UIPanGestureRecognizer*)recognizer translationInView: self];
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if([(UIPanGestureRecognizer*)recognizer state] == UIGestureRecognizerStateBegan) {
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firstX = [[recognizer view] center].x;
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firstY = [[recognizer view] center].y;
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}
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translatedPoint = CGPointMake(firstX+translatedPoint.x, firstY+translatedPoint.y);
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// [[recognizer view] setCenter:translatedPoint];
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if([(UIPanGestureRecognizer*)recognizer state] == UIGestureRecognizerStateEnded) {
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CGFloat xVelocity = [(UIPanGestureRecognizer*)recognizer velocityInView: self].x;
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CGFloat yVelocity = [(UIPanGestureRecognizer*)recognizer velocityInView: self].y;
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CGFloat finalX = translatedPoint.x + (.35 * xVelocity);
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CGFloat finalY = translatedPoint.y + (.35 * yVelocity);
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if(UIDeviceOrientationIsPortrait([[UIDevice currentDevice] orientation])) {
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if(finalX < 0)
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{
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finalX = 0;
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}
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else if(finalX > 768) {
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finalX = 768;
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}
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if(finalY < 0) {
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finalY = 0;
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}
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else if(finalY > 1024) {
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finalY = 1024;
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}
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}
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else {
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if(finalX < 0)
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{
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finalX = 0;
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}
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else if(finalX > 1024) {
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finalX = 768;
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}
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if(finalY < 0) {
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finalY = 0;
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}
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else if(finalY > 768) {
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finalY = 1024;
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}
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}
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int xVelocityAbs = abs(static_cast<int>(xVelocity));
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int yVelocityAbs = abs(static_cast<int>(yVelocity));
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if (yVelocityAbs > 300 && (xVelocityAbs < yVelocityAbs))
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{
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bool flickUpwards = yVelocity < 0;
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g_engine->HoldKey_NoRepeat(flickUpwards ? JGE_BTN_UP : JGE_BTN_DOWN);
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}
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else if (xVelocityAbs > 300 && (xVelocityAbs > yVelocityAbs))
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{
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bool flickRight = xVelocity > 0;
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g_engine->HoldKey_NoRepeat( flickRight ? JGE_BTN_RIGHT : JGE_BTN_LEFT);
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}
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}
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}
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- (void)handleHand:(UITapGestureRecognizer *)recognizer {
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g_engine->HoldKey_NoRepeat(JGE_BTN_NEXT);
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}
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@@ -187,8 +283,20 @@ void DestroyGame(void)
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g_engine->HoldKey_NoRepeat(JGE_BTN_MENU);
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}
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- (void)handleMenuWithLongPress:(UILongPressGestureRecognizer *)recognizer {
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if (recognizer.state == UIGestureRecognizerStateEnded) {
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NSLog(@"Long press Ended");
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g_engine->HoldKey_NoRepeat(JGE_BTN_MENU);
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}
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else {
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NSLog(@"Long press detected.");
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}
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}
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- (void)handleInterrupt:(UISwipeGestureRecognizer *)recognizer {
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g_engine->HoldKey_NoRepeat(JGE_BTN_SEC);
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}
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- (void)handleNextPhase:(UISwipeGestureRecognizer *)recognizer {
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@@ -209,7 +317,7 @@ void DestroyGame(void)
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[self stopAnimation];
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[renderer resizeFromLayer:(CAEAGLLayer*)self.layer];
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[self startAnimation];
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[self drawView:nil];
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}
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@@ -229,7 +337,7 @@ void DestroyGame(void)
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if (frameInterval >= 1)
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{
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animationFrameInterval = frameInterval;
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if (animating)
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{
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[self stopAnimation];
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@@ -249,7 +357,7 @@ void DestroyGame(void)
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displayLink = [NSClassFromString(@"CADisplayLink") displayLinkWithTarget:self selector:@selector(drawView:)];
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[displayLink setFrameInterval:animationFrameInterval];
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[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
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animating = TRUE;
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}
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@@ -266,7 +374,7 @@ void DestroyGame(void)
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}
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JGECreateDefaultBindings();
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if (!InitGame())
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{
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//return 1;
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@@ -288,8 +396,8 @@ void DestroyGame(void)
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}
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}
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// Handles the start of a touch
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- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
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- (void) handleTouchEvent: (NSSet *) touches withEvent: (UIEvent *) event
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{
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UITouch* touch = [[event touchesForView:self] anyObject];
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@@ -299,43 +407,51 @@ void DestroyGame(void)
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int actualWidth = (int) JRenderer::GetInstance()->GetActualWidth();
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int actualHeight = (int) JRenderer::GetInstance()->GetActualHeight();
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if (currentLocation.y >= es2renderer.viewPort.top &&
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currentLocation.y <= es2renderer.viewPort.bottom &&
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currentLocation.x <= es2renderer.viewPort.right &&
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currentLocation.x >= es2renderer.viewPort.left) {
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g_engine->LeftClicked(
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((currentLocation.x-es2renderer.viewPort.left)*SCREEN_WIDTH)/actualWidth,
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((currentLocation.y-es2renderer.viewPort.top)*SCREEN_HEIGHT)/actualHeight);
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} else if(currentLocation.y<es2renderer.viewPort.top) {
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if (currentLocation.y > es2renderer.viewPort.top &&
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currentLocation.y < es2renderer.viewPort.bottom &&
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currentLocation.x < es2renderer.viewPort.right &&
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currentLocation.x > es2renderer.viewPort.left)
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{
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int xOffset = ((currentLocation.x-es2renderer.viewPort.left)*SCREEN_WIDTH)/actualWidth;
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int yOffset = ((currentLocation.y-es2renderer.viewPort.top)*SCREEN_HEIGHT)/actualHeight;
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NSLog( @"clicked %d, %d: tapCount: %d", xOffset, yOffset, touch.tapCount);
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if (touch.tapCount == 1)
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{
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g_engine->LeftClicked(xOffset, yOffset);
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}
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}
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else if(currentLocation.y < es2renderer.viewPort.top) {
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NSLog(@"Menu Button");
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g_engine->HoldKey_NoRepeat(JGE_BTN_MENU);
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} else if(currentLocation.y>es2renderer.viewPort.bottom) {
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}
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else if(currentLocation.y > es2renderer.viewPort.bottom) {
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NSLog( @"Right Trigger");
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g_engine->HoldKey_NoRepeat(JGE_BTN_NEXT);
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}
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}
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// Handles the start of a touch
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- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
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{
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[self handleTouchEvent: touches withEvent: event];
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}
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// Handles the continuation of a touch.
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- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
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{
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UITouch* touch = [[event touchesForView:self] anyObject];
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// Convert touch point from UIView referential to OpenGL one (upside-down flip)
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currentLocation = [touch previousLocationInView:self];
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ES2Renderer* es2renderer = (ES2Renderer*)renderer;
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int actualWidth = (int) JRenderer::GetInstance()->GetActualWidth();
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int actualHeight = (int) JRenderer::GetInstance()->GetActualHeight();
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if (currentLocation.y >= es2renderer.viewPort.top &&
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currentLocation.y <= es2renderer.viewPort.bottom &&
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currentLocation.x <= es2renderer.viewPort.right &&
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currentLocation.x >= es2renderer.viewPort.left) {
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g_engine->LeftClicked(
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((currentLocation.x-es2renderer.viewPort.left)*SCREEN_WIDTH)/actualWidth,
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((currentLocation.y-es2renderer.viewPort.top)*SCREEN_HEIGHT)/actualHeight);
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} else if(currentLocation.y<es2renderer.viewPort.top) {
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g_engine->HoldKey_NoRepeat(JGE_BTN_MENU);
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} else if(currentLocation.y>es2renderer.viewPort.bottom) {
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g_engine->HoldKey_NoRepeat(JGE_BTN_NEXT);
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}
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[self handleTouchEvent: touches withEvent: event];
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}
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- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
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{
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//[self handleTouchEvent:touches withEvent:event];
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}
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// Handles the end of a touch event.
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@@ -23,9 +23,24 @@
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- (void)applicationDidBecomeActive:(UIApplication *)application
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{
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// [glView startAnimation];
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EAGLView *eaglView = (EAGLView *)self.glViewController.view;
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[eaglView startAnimation];
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}
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- (void)applicationWillEnterForeground:(UIApplication *)application
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{
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EAGLView *eaglView = (EAGLView *)self.glViewController.view;
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[eaglView startAnimation];
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}
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- (void)applicationDidEnterBackground:(UIApplication *)application
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{
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EAGLView *eaglView = (EAGLView *)self.glViewController.view;
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[eaglView stopAnimation];
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}
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- (void)applicationWillTerminate:(UIApplication *)application
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{
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EAGLView *eaglView = (EAGLView *)self.glViewController.view;
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Reference in New Issue
Block a user