588 lines
18 KiB
Objective-C
Executable File
588 lines
18 KiB
Objective-C
Executable File
#import "EAGLView.h"
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#import "ES2Renderer.h"
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#include <sys/time.h>
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#include "JGE.h"
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#include "JTypes.h"
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#include "JApp.h"
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#include "JFileSystem.h"
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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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CGFloat currentX;
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CGFloat currentY;
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void JGECreateDefaultBindings()
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{
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}
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int JGEGetTime()
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{
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return CFAbsoluteTimeGetCurrent() * 1000;
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}
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bool InitGame(void)
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{
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g_engine = JGE::GetInstance();
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g_app = g_launcher->GetGameApp();
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g_app->Create();
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g_engine->SetApp(g_app);
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JRenderer::GetInstance()->Enable2D();
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struct timeval tv;
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gettimeofday(&tv, NULL);
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lastTickCount = tv.tv_sec * 1000 + tv.tv_usec / 1000;
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return true;
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}
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void DestroyGame(void)
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{
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g_engine->SetApp(NULL);
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if (g_app)
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{
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g_app->Destroy();
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delete g_app;
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g_app = NULL;
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}
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JGE::Destroy();
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g_engine = NULL;
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}
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@implementation EAGLView
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@synthesize animating;
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@dynamic animationFrameInterval;
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@synthesize currentLocation;
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#pragma mark class initialization methods
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// You must implement this method
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+ (Class)layerClass
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{
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return [CAEAGLLayer class];
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}
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- (void)dealloc
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{
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[renderer release];
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[super dealloc];
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}
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- (void) initGestureRecognizers {
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UIGestureRecognizer *recognizer;
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/*
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create swipe handlers for single swipe
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*/
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UISwipeGestureRecognizer *singleFlickGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget: self action: @selector(handleFlickGesture:)];
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singleFlickGestureRecognizer.numberOfTouchesRequired = 1;
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singleFlickGestureRecognizer.direction = UISwipeGestureRecognizerDirectionRight;
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[self addGestureRecognizer: singleFlickGestureRecognizer];
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[singleFlickGestureRecognizer release];
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singleFlickGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget: self action: @selector(handleFlickGesture:)];
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singleFlickGestureRecognizer.numberOfTouchesRequired = 1;
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singleFlickGestureRecognizer.direction = UISwipeGestureRecognizerDirectionLeft;
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[self addGestureRecognizer: singleFlickGestureRecognizer];
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[singleFlickGestureRecognizer release];
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singleFlickGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget: self action: @selector(handleFlickGesture:)];
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singleFlickGestureRecognizer.numberOfTouchesRequired = 1;
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singleFlickGestureRecognizer.direction = UISwipeGestureRecognizerDirectionUp;
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[self addGestureRecognizer: singleFlickGestureRecognizer];
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[singleFlickGestureRecognizer release];
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singleFlickGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget: self action: @selector(handleFlickGesture:)];
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singleFlickGestureRecognizer.numberOfTouchesRequired = 1;
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singleFlickGestureRecognizer.direction = UISwipeGestureRecognizerDirectionDown;
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[self addGestureRecognizer: singleFlickGestureRecognizer];
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[singleFlickGestureRecognizer release];
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/*
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Create a 3 fingers left swipe gesture recognizer to handle left trigger operations
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*/
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UISwipeGestureRecognizer *threeFingerSwipeLeftRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleNextPhase:)];
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threeFingerSwipeLeftRecognizer.direction = UISwipeGestureRecognizerDirectionLeft;
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threeFingerSwipeLeftRecognizer.numberOfTouchesRequired = 3;
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[self addGestureRecognizer: threeFingerSwipeLeftRecognizer];
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[threeFingerSwipeLeftRecognizer release];
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/*
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Create a 3 fingers right swipe gesture recognizer to handle opening and closing of hand. (right trigger)
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*/
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UISwipeGestureRecognizer *threeFingerSwipeRightRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleHand:)];
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threeFingerSwipeRightRecognizer.direction = UISwipeGestureRecognizerDirectionRight;
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threeFingerSwipeRightRecognizer.numberOfTouchesRequired = 3;
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[self addGestureRecognizer: threeFingerSwipeRightRecognizer];
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[threeFingerSwipeRightRecognizer release];
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/*
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Create a 2 fingers left swipe gesture recognizer to handle interruption. (square key)
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*/
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recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleInterrupt:)];
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((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionLeft;
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((UISwipeGestureRecognizer*)recognizer).numberOfTouchesRequired = 2;
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[self addGestureRecognizer:recognizer];
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[recognizer requireGestureRecognizerToFail: threeFingerSwipeLeftRecognizer];
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[recognizer release];
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/*
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Create a 2 fingers right swipe gesture recognizer. (circle key)
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*/
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recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleSecondary:)];
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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 requireGestureRecognizerToFail: threeFingerSwipeRightRecognizer];
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[recognizer release];
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/*
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Create a 2 fingers down swipe gesture recognizer to handle interruption. (cross key)
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*/
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recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleOK:)];
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((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionDown;
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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 2 fingers up swipe gesture recognizer. (triangle key)
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*/
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recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleCancel:)];
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((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionUp;
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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 recognizer for the select key functionality
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*/
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UILongPressGestureRecognizer *selectKeyRecognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(handleSelectKey:)];
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selectKeyRecognizer.minimumPressDuration =2;
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selectKeyRecognizer.numberOfTouchesRequired = 2;
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selectKeyRecognizer.delaysTouchesBegan = YES;
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[self addGestureRecognizer:selectKeyRecognizer];
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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 requireGestureRecognizerToFail: selectKeyRecognizer];
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menuKeyRecognizer.delaysTouchesBegan = YES;
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[self addGestureRecognizer:menuKeyRecognizer];
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/*
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Create a double tap recognizer to handle OK.
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*/
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UITapGestureRecognizer *doubleTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleOK:)];
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doubleTapRecognizer.numberOfTapsRequired = 2;
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doubleTapRecognizer.numberOfTouchesRequired = 1;
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[self addGestureRecognizer: doubleTapRecognizer];
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/*
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Create a single tap recognizer to select the nearest object.
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*/
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UITapGestureRecognizer *singleTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleSingleTap:)];
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singleTapRecognizer.numberOfTapsRequired = 1;
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singleTapRecognizer.numberOfTouchesRequired = 1;
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[self addGestureRecognizer: singleTapRecognizer];
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/*
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Use the pinch gesture recognizer to zoom in and out of a location on the screen.
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*/
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UIPinchGestureRecognizer *pinchGestureRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:@selector(pinchDetected:)];
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[pinchGestureRecognizer setDelaysTouchesEnded: YES];
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[self addGestureRecognizer: pinchGestureRecognizer];
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[pinchGestureRecognizer release];
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[menuKeyRecognizer release];
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[selectKeyRecognizer release];
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[doubleTapRecognizer release];
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[singleTapRecognizer release];
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}
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- (id)initialize {
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NSLog(@"EAGL View - initialize EAGL");
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CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
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NSLog(@"bounds: %f %f %f %f", eaglLayer.bounds.origin.x, eaglLayer.bounds.origin.y, eaglLayer.bounds.size.width, eaglLayer.bounds.size.height);
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eaglLayer.opaque = TRUE;
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eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
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[NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking,
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kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat,
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nil];
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renderer = [[ES2Renderer alloc] init];
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if (!renderer)
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{
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NSLog(@"OpenGl ES2 Renderer creation failed, time to code some OpenGl ES1.1 Renderer !!!");
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[self release];
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return nil;
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}
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animating = FALSE;
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started = FALSE;
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animationFrameInterval = 1;
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displayLink = nil;
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[self initGestureRecognizers];
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return self;
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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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}
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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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#pragma mark -
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#pragma mark Animation callbacks/methods
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- (void)drawView:(id)sender
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{
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[renderer render];
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}
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- (void)layoutSubviews
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{
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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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- (NSInteger)animationFrameInterval
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{
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return animationFrameInterval;
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}
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- (void)setAnimationFrameInterval:(NSInteger)frameInterval
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{
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// Frame interval defines how many display frames must pass between each time the
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// display link fires. The display link will only fire 30 times a second when the
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// frame internal is two on a display that refreshes 60 times a second. The default
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// frame interval setting of one will fire 60 times a second when the display refreshes
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// at 60 times a second. A frame interval setting of less than one results in undefined
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// behavior.
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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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[self startAnimation];
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}
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}
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}
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- (void)startAnimation
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{
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if (!animating)
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{
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// CADisplayLink is API new to iPhone SDK 3.1. Compiling against earlier versions will result in a warning, but can be dismissed
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// if the system version runtime check for CADisplayLink exists in -initWithCoder:. The runtime check ensures this code will
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// not be called in system versions earlier than 3.1.
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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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if(!started)
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{
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// Init JGE mess
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g_launcher = new JGameLauncher();
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u32 flags = g_launcher->GetInitFlags();
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if ((flags&JINIT_FLAG_ENABLE3D)!=0)
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{
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JRenderer::Set3DFlag(true);
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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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}
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started = TRUE;
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}
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}
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- (void)stopAnimation
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{
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if (animating)
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{
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[displayLink invalidate];
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displayLink = nil;
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animating = FALSE;
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}
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}
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#pragma mark -
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#pragma mark Gesture Recognizer callbacks
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- (void)handleSingleTap: (UITapGestureRecognizer *) recognizer {
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[[[recognizer view] layer] removeAllAnimations];
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currentLocation = [recognizer locationInView: 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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{
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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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g_engine->LeftClicked(xOffset, yOffset);
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/*
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// doesn't work as expected. Need to figure out correct algorithm. Double tap or double swipe down will execute OK button.
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NSInteger xDiff = abs(static_cast<int>(currentX) - xOffset);
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NSInteger yDiff = abs(static_cast<int>(currentY) - yOffset);
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if (xDiff <= 60 && yDiff <= 60)
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{
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g_engine->HoldKey_NoRepeat(JGE_BTN_OK);
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}
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*/
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currentX = xOffset;
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currentY = yOffset;
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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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if (recognizer.state == UIGestureRecognizerStateEnded)
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g_engine->HoldKey_NoRepeat(JGE_BTN_MENU);
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}
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else if((currentLocation.y > es2renderer.viewPort.bottom) && (currentLocation.x < actualWidth/2)) {
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if (recognizer.state == UIGestureRecognizerStateEnded)
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g_engine->HoldKey_NoRepeat(JGE_BTN_PREV);
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}
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else if((currentLocation.y > es2renderer.viewPort.bottom) && (currentLocation.x >= actualWidth/2)) {
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NSLog( @"Right Trigger");
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if (recognizer.state == UIGestureRecognizerStateEnded)
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g_engine->HoldKey_NoRepeat(JGE_BTN_NEXT);
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}
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}
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- (void)handleFlickGesture: (UISwipeGestureRecognizer *) recognizer {
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switch (recognizer.direction) {
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case UISwipeGestureRecognizerDirectionDown:
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g_engine->HoldKey_NoRepeat( JGE_BTN_DOWN );
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break;
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case UISwipeGestureRecognizerDirectionUp:
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g_engine->HoldKey_NoRepeat( JGE_BTN_UP);
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break;
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case UISwipeGestureRecognizerDirectionLeft:
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g_engine->HoldKey_NoRepeat( JGE_BTN_LEFT );
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break;
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case UISwipeGestureRecognizerDirectionRight:
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g_engine->HoldKey_NoRepeat( JGE_BTN_RIGHT );
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break;
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default:
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break;
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}
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CGPoint translatedPoint = [recognizer locationInView: self];
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currentX = translatedPoint.x;
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currentY = translatedPoint.y;
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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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/* implement a zoom in /out function call */
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- (IBAction)pinchDetected:(UIGestureRecognizer *)sender {
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/*
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CGFloat scale =
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[(UIPinchGestureRecognizer *)sender scale];
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CGFloat velocity =
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[(UIPinchGestureRecognizer *)sender velocity];
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g_engine->Zoom( scale, velocity );
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*/
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}
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- (void)handleSelectKey:(UILongPressGestureRecognizer *) recognizer {
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if ( recognizer.state == UIGestureRecognizerStateEnded )
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{
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g_engine->HoldKey_NoRepeat(JGE_BTN_CTRL);
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}
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}
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- (void)handleMenuWithLongPress:(UILongPressGestureRecognizer *)recognizer {
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if (recognizer.state == UIGestureRecognizerStateEnded) {
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g_engine->HoldKey_NoRepeat(JGE_BTN_MENU);
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}
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}
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- (void)handleNextPhase:(UISwipeGestureRecognizer *)recognizer {
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g_engine->HoldKey_NoRepeat(JGE_BTN_PREV);
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}
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- (void)handleOK:(UITapGestureRecognizer *)recognizer {
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g_engine->HoldKey_NoRepeat(JGE_BTN_OK);
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}
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- (void)handleSecondary: (UISwipeGestureRecognizer *)recognizer {
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g_engine->HoldKey_NoRepeat(JGE_BTN_PRI);
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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)handleCancel:(UISwipeGestureRecognizer *) recognizer {
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g_engine->HoldKey_NoRepeat(JGE_BTN_CANCEL);
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}
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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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NSUInteger numberOfTouches = [[event touchesForView: self] count];
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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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{
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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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if (touch.tapCount == 1 && numberOfTouches == 1)
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{
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g_engine->LeftClicked(xOffset, yOffset);
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if ( touch.phase == UITouchPhaseEnded)
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g_engine->HoldKey_NoRepeat(JGE_BTN_OK);
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}
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}
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else if((currentLocation.y > es2renderer.viewPort.bottom) && (currentLocation.x < actualWidth/2)) {
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if (touch.phase == UITouchPhaseEnded)
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g_engine->HoldKey_NoRepeat(JGE_BTN_PREV);
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}
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else if((currentLocation.y > es2renderer.viewPort.bottom) && (currentLocation.x >= actualWidth/2)) {
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if (touch.phase == UITouchPhaseEnded)
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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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//[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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- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
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{
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// If appropriate, add code necessary to save the state of the application.
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// This application is not saving state.
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}
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#pragma mark -
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@end
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