Files
wagic/JGE/src/iOS/EAGLView.m
techdragon.nguyen@gmail.com fbe2e44814 fixed memory leak in double tap gesture
fixed some compiler warnings
removed dead and useless code
2011-10-08 00:56:07 +00:00

588 lines
18 KiB
Objective-C
Executable File

#import "EAGLView.h"
#import "ES2Renderer.h"
#include <sys/time.h>
#include "JGE.h"
#include "JTypes.h"
#include "JApp.h"
#include "JFileSystem.h"
#include "JRenderer.h"
#include "JGameLauncher.h"
uint64_t lastTickCount;
JGE* g_engine = NULL;
static JApp* g_app = NULL;
static JGameLauncher* g_launcher = NULL;
CGFloat lastScale;
CGFloat lastRotation;
CGFloat firstX;
CGFloat firstY;
CGFloat currentX;
CGFloat currentY;
void JGECreateDefaultBindings()
{
}
int JGEGetTime()
{
return CFAbsoluteTimeGetCurrent() * 1000;
}
bool InitGame(void)
{
g_engine = JGE::GetInstance();
g_app = g_launcher->GetGameApp();
g_app->Create();
g_engine->SetApp(g_app);
JRenderer::GetInstance()->Enable2D();
struct timeval tv;
gettimeofday(&tv, NULL);
lastTickCount = tv.tv_sec * 1000 + tv.tv_usec / 1000;
return true;
}
void DestroyGame(void)
{
g_engine->SetApp(NULL);
if (g_app)
{
g_app->Destroy();
delete g_app;
g_app = NULL;
}
JGE::Destroy();
g_engine = NULL;
}
@implementation EAGLView
@synthesize animating;
@dynamic animationFrameInterval;
@synthesize currentLocation;
#pragma mark class initialization methods
// You must implement this method
+ (Class)layerClass
{
return [CAEAGLLayer class];
}
- (void)dealloc
{
[renderer release];
[super dealloc];
}
- (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];
[doubleTapRecognizer release];
[singleTapRecognizer release];
}
- (id)initialize {
NSLog(@"EAGL View - initialize EAGL");
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
NSLog(@"bounds: %f %f %f %f", eaglLayer.bounds.origin.x, eaglLayer.bounds.origin.y, eaglLayer.bounds.size.width, eaglLayer.bounds.size.height);
eaglLayer.opaque = TRUE;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking,
kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat,
nil];
renderer = [[ES2Renderer alloc] init];
if (!renderer)
{
NSLog(@"OpenGl ES2 Renderer creation failed, time to code some OpenGl ES1.1 Renderer !!!");
[self release];
return nil;
}
animating = FALSE;
started = FALSE;
animationFrameInterval = 1;
displayLink = nil;
[self initGestureRecognizers];
return self;
}
-(id)initWithFrame:(CGRect)frame {
NSLog(@"EAGL View - init With Frame: origin(%f %f) size(%f %f)",
frame.origin.x, frame.origin.y, frame.size.width, frame.size.height);
if ((self = [super initWithFrame:frame])) {
self = [self initialize];
}
return self;
}
//The EAGL view is stored in the nib file. When it's unarchived it's sent -initWithCoder:
- (id)initWithCoder:(NSCoder*)coder
{
if (( self = [super initWithCoder:coder] ))
{
self = [self initialize];
}
return self;
}
#pragma mark -
#pragma mark Animation callbacks/methods
- (void)drawView:(id)sender
{
[renderer render];
}
- (void)layoutSubviews
{
[self stopAnimation];
[renderer resizeFromLayer:(CAEAGLLayer*)self.layer];
[self startAnimation];
[self drawView:nil];
}
- (NSInteger)animationFrameInterval
{
return animationFrameInterval;
}
- (void)setAnimationFrameInterval:(NSInteger)frameInterval
{
// Frame interval defines how many display frames must pass between each time the
// display link fires. The display link will only fire 30 times a second when the
// frame internal is two on a display that refreshes 60 times a second. The default
// frame interval setting of one will fire 60 times a second when the display refreshes
// at 60 times a second. A frame interval setting of less than one results in undefined
// behavior.
if (frameInterval >= 1)
{
animationFrameInterval = frameInterval;
if (animating)
{
[self stopAnimation];
[self startAnimation];
}
}
}
- (void)startAnimation
{
if (!animating)
{
// CADisplayLink is API new to iPhone SDK 3.1. Compiling against earlier versions will result in a warning, but can be dismissed
// if the system version runtime check for CADisplayLink exists in -initWithCoder:. The runtime check ensures this code will
// not be called in system versions earlier than 3.1.
displayLink = [NSClassFromString(@"CADisplayLink") displayLinkWithTarget:self selector:@selector(drawView:)];
[displayLink setFrameInterval:animationFrameInterval];
[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
animating = TRUE;
}
if(!started)
{
// Init JGE mess
g_launcher = new JGameLauncher();
u32 flags = g_launcher->GetInitFlags();
if ((flags&JINIT_FLAG_ENABLE3D)!=0)
{
JRenderer::Set3DFlag(true);
}
JGECreateDefaultBindings();
if (!InitGame())
{
//return 1;
}
started = TRUE;
}
}
- (void)stopAnimation
{
if (animating)
{
[displayLink invalidate];
displayLink = nil;
animating = FALSE;
}
}
#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];
NSUInteger numberOfTouches = [[event touchesForView: self] count];
// Convert touch point from UIView referential to OpenGL one (upside-down flip)
currentLocation = [touch previousLocationInView: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;
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.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
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[self handleTouchEvent: touches withEvent: event];
}
// Handles the continuation of a touch.
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
//[self handleTouchEvent: touches withEvent: event];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
//[self handleTouchEvent:touches withEvent:event];
}
// Handles the end of a touch event.
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
// If appropriate, add code necessary to save the state of the application.
// This application is not saving state.
}
#pragma mark -
@end