Added touch events and the sf::Touch class (and iOS implementation)

This commit is contained in:
Laurent Gomila 2013-10-03 23:27:37 +02:00 committed by Jonathan De Wachter
parent c77b8a3496
commit 2c409e5145
20 changed files with 630 additions and 53 deletions

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@ -36,6 +36,7 @@
#include <SFML/Window/Joystick.hpp>
#include <SFML/Window/Keyboard.hpp>
#include <SFML/Window/Mouse.hpp>
#include <SFML/Window/Touch.hpp>
#include <SFML/Window/VideoMode.hpp>
#include <SFML/Window/Window.hpp>
#include <SFML/Window/WindowStyle.hpp>

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@ -141,6 +141,17 @@ public :
unsigned int button; ///< Index of the button that has been pressed (in range [0 .. Joystick::ButtonCount - 1])
};
////////////////////////////////////////////////////////////
/// \brief Touch events parameters (TouchBegan, TouchMoved, TouchEnded)
///
////////////////////////////////////////////////////////////
struct TouchEvent
{
unsigned int finger; ///< Index of the finger in case of multi-touch events
int x; ///< X position of the touch, relative to the left of the owner window
int y; ///< Y position of the touch, relative to the top of the owner window
};
////////////////////////////////////////////////////////////
/// \brief Enumeration of the different types of events
///
@ -165,6 +176,9 @@ public :
JoystickMoved, ///< The joystick moved along an axis (data in event.joystickMove)
JoystickConnected, ///< A joystick was connected (data in event.joystickConnect)
JoystickDisconnected, ///< A joystick was disconnected (data in event.joystickConnect)
TouchBegan, ///< A touch event began (data in event.touch)
TouchMoved, ///< A touch moved (data in event.touch)
TouchEnded, ///< A touch event ended (data in event.touch)
Count ///< Keep last -- the total number of event types
};
@ -185,6 +199,7 @@ public :
JoystickMoveEvent joystickMove; ///< Joystick move event parameters (Event::JoystickMoved)
JoystickButtonEvent joystickButton; ///< Joystick button event parameters (Event::JoystickButtonPressed, Event::JoystickButtonReleased)
JoystickConnectEvent joystickConnect; ///< Joystick (dis)connect event parameters (Event::JoystickConnected, Event::JoystickDisconnected)
TouchEvent touch; ///< Touch events parameters (Event::TouchBegan, Event::TouchMoved, Event::TouchEnded)
};
};

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@ -219,6 +219,6 @@ public :
/// }
/// \endcode
///
/// \see sf::Joystick, sf::Mouse
/// \see sf::Joystick, sf::Mouse, sf::Touch
///
////////////////////////////////////////////////////////////

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@ -162,6 +162,6 @@ public :
/// sf::Mouse::setPosition(sf::Vector2i(100, 200), window);
/// \endcode
///
/// \see sf::Joystick, sf::Keyboard
/// \see sf::Joystick, sf::Keyboard, sf::Touch
///
////////////////////////////////////////////////////////////

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@ -0,0 +1,138 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_TOUCH_HPP
#define SFML_TOUCH_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/Export.hpp>
#include <SFML/System/Vector2.hpp>
namespace sf
{
class Window;
////////////////////////////////////////////////////////////
/// \brief Give access to the real-time state of the touches
///
////////////////////////////////////////////////////////////
class SFML_WINDOW_API Touch
{
public :
////////////////////////////////////////////////////////////
/// \brief Check if a touch event is currently down
///
/// \param finger Finger index
///
/// \return True if \a finger is currently touching the screen, false otherwise
///
////////////////////////////////////////////////////////////
static bool isDown(unsigned int finger);
////////////////////////////////////////////////////////////
/// \brief Get the current position of a touch in desktop coordinates
///
/// This function returns the current touch position
/// in global (desktop) coordinates.
///
/// \param finger Finger index
///
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getPosition(unsigned int finger);
////////////////////////////////////////////////////////////
/// \brief Get the current position of a touch in window coordinates
///
/// This function returns the current touch position
/// in global (desktop) coordinates.
///
/// \param finger Finger index
/// \param relativeTo Reference window
///
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getPosition(unsigned int finger, const Window& relativeTo);
};
} // namespace sf
#endif // SFML_TOUCH_HPP
////////////////////////////////////////////////////////////
/// \class sf::Touch
/// \ingroup window
///
/// sf::Touch provides an interface to the state of the
/// touches. It only contains static functions, so it's not
/// meant to be instanciated.
///
/// This class allows users to query the touches state at any
/// time and directly, without having to deal with a window and
/// its events. Compared to the TouchBegan, TouchMoved
/// and TouchEnded events, sf::Touch can retrieve the
/// state of the touches at any time (you don't need to store and
/// update a boolean on your side in order to know if a touch is down),
/// and you always get the real state of the touches, even if they
/// happen when your window is out of focus and no event is triggered.
///
/// The setPosition and getPosition functions can be used to change
/// or retrieve the current position of the mouse pointer. There are
/// two versions: one that operates in global coordinates (relative
/// to the desktop) and one that operates in window coordinates
/// (relative to a specific window).
///
/// Touches are identified by an index (the "finger"), so that in
/// multi-touch events, individual touches can be tracked correctly.
/// As long as a finger touches the screen, it will keep the same index
/// even if other fingers start or stop touching the screen in the
/// meantime. As a consequence, active touch indices may not always be
/// sequential (i.e. touch number 0 may be released while touch number 1
/// is still down).
///
/// Usage example:
/// \code
/// if (sf::Touch::isDown(0))
/// {
/// // touch 0 is down
/// }
///
/// // get global position of touch 1
/// sf::Vector2i globalPos = sf::Touch::getPosition(4);
///
/// // get position of touch 1 relative to a window
/// sf::Vector2i relativePos = sf::Touch::getPosition(4, window);
/// \endcode
///
/// \see sf::Joystick, sf::Keyboard, sf::Mouse
///
////////////////////////////////////////////////////////////

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@ -169,6 +169,30 @@ void InputImpl::setMousePosition(const Vector2i& position, const Window& relativ
// Not applicable
}
////////////////////////////////////////////////////////////
bool InputImpl::isTouchDown(unsigned int finger)
{
// To implement
return false;
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int finger)
{
// To implement
return Vector2i();
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int finger, const Window& relativeTo)
{
// To implement
return Vector2i();
}
} // namespace priv
} // namespace sf

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@ -121,6 +121,43 @@ public :
///
////////////////////////////////////////////////////////////
static void setMousePosition(const Vector2i& position, const Window& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Check if a touch event is currently down
///
/// \param finger Finger index
///
/// \return True if \a finger is currently touching the screen, false otherwise
///
////////////////////////////////////////////////////////////
static bool isTouchDown(unsigned int finger);
////////////////////////////////////////////////////////////
/// \brief Get the current position of a touch in desktop coordinates
///
/// This function returns the current touch position
/// in global (desktop) coordinates.
///
/// \param finger Finger index
///
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger);
////////////////////////////////////////////////////////////
/// \brief Get the current position of a touch in window coordinates
///
/// This function returns the current touch position
/// in global (desktop) coordinates.
///
/// \param finger Finger index
/// \param relativeTo Reference window
///
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger, const Window& relativeTo);
};
} // namespace priv

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@ -23,6 +23,8 @@ set(SRC
${SRCROOT}/Keyboard.cpp
${INCROOT}/Mouse.hpp
${SRCROOT}/Mouse.cpp
${INCROOT}/Touch.hpp
${SRCROOT}/Touch.cpp
${SRCROOT}/VideoMode.cpp
${INCROOT}/VideoMode.hpp
${SRCROOT}/VideoModeImpl.hpp

View File

@ -114,6 +114,43 @@ public :
///
////////////////////////////////////////////////////////////
static void setMousePosition(const Vector2i& position, const Window& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Check if a touch event is currently down
///
/// \param finger Finger index
///
/// \return True if \a finger is currently touching the screen, false otherwise
///
////////////////////////////////////////////////////////////
static bool isTouchDown(unsigned int finger);
////////////////////////////////////////////////////////////
/// \brief Get the current position of a touch in desktop coordinates
///
/// This function returns the current touch position
/// in global (desktop) coordinates.
///
/// \param finger Finger index
///
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger);
////////////////////////////////////////////////////////////
/// \brief Get the current position of a touch in window coordinates
///
/// This function returns the current touch position
/// in global (desktop) coordinates.
///
/// \param finger Finger index
/// \param relativeTo Reference window
///
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger, const Window& relativeTo);
};
} // namespace priv

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@ -178,6 +178,30 @@ void InputImpl::setMousePosition(const Vector2i& position, const Window& relativ
setMousePosition(sf::Vector2i(p.x, p.y));
}
////////////////////////////////////////////////////////////
bool InputImpl::isTouchDown(unsigned int /*finger*/)
{
// Not applicable
return false;
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/)
{
// Not applicable
return Vector2i();
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/, const Window& /*relativeTo*/)
{
// Not applicable
return Vector2i();
}
} // namespace priv
} // namespace sf

54
src/SFML/Window/Touch.cpp Normal file
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@ -0,0 +1,54 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/Touch.hpp>
#include <SFML/Window/InputImpl.hpp>
namespace sf
{
////////////////////////////////////////////////////////////
bool Touch::isDown(unsigned int finger)
{
return priv::InputImpl::isTouchDown(finger);
}
////////////////////////////////////////////////////////////
Vector2i Touch::getPosition(unsigned int finger)
{
return priv::InputImpl::getTouchPosition(finger);
}
////////////////////////////////////////////////////////////
Vector2i Touch::getPosition(unsigned int finger, const Window& relativeTo)
{
return priv::InputImpl::getTouchPosition(finger, relativeTo);
}
} // namespace sf

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@ -288,6 +288,30 @@ void InputImpl::setMousePosition(const Vector2i& position, const Window& relativ
CloseDisplay(display);
}
////////////////////////////////////////////////////////////
bool InputImpl::isTouchDown(unsigned int /*finger*/)
{
// Not applicable
return false;
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/)
{
// Not applicable
return Vector2i();
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/, const Window& /*relativeTo*/)
{
// Not applicable
return Vector2i();
}
} // namespace priv
} // namespace sf

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@ -113,6 +113,43 @@ public :
///
////////////////////////////////////////////////////////////
static void setMousePosition(const Vector2i& position, const Window& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Check if a touch event is currently down
///
/// \param finger Finger index
///
/// \return True if \a finger is currently touching the screen, false otherwise
///
////////////////////////////////////////////////////////////
static bool isTouchDown(unsigned int finger);
////////////////////////////////////////////////////////////
/// \brief Get the current position of a touch in desktop coordinates
///
/// This function returns the current touch position
/// in global (desktop) coordinates.
///
/// \param finger Finger index
///
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger);
////////////////////////////////////////////////////////////
/// \brief Get the current position of a touch in window coordinates
///
/// This function returns the current touch position
/// in global (desktop) coordinates.
///
/// \param finger Finger index
/// \param relativeTo Reference window
///
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger, const Window& relativeTo);
};
} // namespace priv

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@ -220,6 +220,30 @@ void InputImpl::setMousePosition(const Vector2i& position, const Window& relativ
}
}
////////////////////////////////////////////////////////////
bool InputImpl::isTouchDown(unsigned int /*finger*/)
{
// Not applicable
return false;
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/)
{
// Not applicable
return Vector2i();
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/, const Window& /*relativeTo*/)
{
// Not applicable
return Vector2i();
}
} // namespace priv
} // namespace sf

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@ -113,6 +113,43 @@ public :
///
////////////////////////////////////////////////////////////
static void setMousePosition(const Vector2i& position, const Window& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Check if a touch event is currently down
///
/// \param finger Finger index
///
/// \return True if \a finger is currently touching the screen, false otherwise
///
////////////////////////////////////////////////////////////
static bool isTouchDown(unsigned int finger);
////////////////////////////////////////////////////////////
/// \brief Get the current position of a touch in desktop coordinates
///
/// This function returns the current touch position
/// in global (desktop) coordinates.
///
/// \param finger Finger index
///
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger);
////////////////////////////////////////////////////////////
/// \brief Get the current position of a touch in window coordinates
///
/// This function returns the current touch position
/// in global (desktop) coordinates.
///
/// \param finger Finger index
/// \param relativeTo Reference window
///
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger, const Window& relativeTo);
};
} // namespace priv

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@ -121,6 +121,43 @@ public :
///
////////////////////////////////////////////////////////////
static void setMousePosition(const Vector2i& position, const Window& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Check if a touch event is currently down
///
/// \param finger Finger index
///
/// \return True if \a finger is currently touching the screen, false otherwise
///
////////////////////////////////////////////////////////////
static bool isTouchDown(unsigned int finger);
////////////////////////////////////////////////////////////
/// \brief Get the current position of a touch in desktop coordinates
///
/// This function returns the current touch position
/// in global (desktop) coordinates.
///
/// \param finger Finger index
///
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger);
////////////////////////////////////////////////////////////
/// \brief Get the current position of a touch in window coordinates
///
/// This function returns the current touch position
/// in global (desktop) coordinates.
///
/// \param finger Finger index
/// \param relativeTo Reference window
///
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger, const Window& relativeTo);
};
} // namespace priv

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@ -54,21 +54,15 @@ void InputImpl::setVirtualKeyboardVisible(bool visible)
////////////////////////////////////////////////////////////
bool InputImpl::isMouseButtonPressed(Mouse::Button button)
{
switch (button)
{
case Mouse::Left:
return getMousePosition() != Vector2i(-1, -1);
default:
// Not applicable
return false;
}
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::getMousePosition()
{
return [[SFAppDelegate getInstance] getTouchPosition];
return Vector2i(0, 0);
}
@ -94,6 +88,29 @@ void InputImpl::setMousePosition(const Vector2i& position, const Window& relativ
// Not applicable
}
////////////////////////////////////////////////////////////
bool InputImpl::isTouchDown(unsigned int finger)
{
return [[SFAppDelegate getInstance] getTouchPosition:finger] != Vector2i(-1, -1);
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int finger)
{
return [[SFAppDelegate getInstance] getTouchPosition:finger];
}
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int finger, const Window& relativeTo)
{
(void)relativeTo;
return getTouchPosition(finger);
}
} // namespace priv
} // namespace sf

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@ -56,36 +56,41 @@
- (void)setVirtualKeyboardVisible:(bool)visible;
////////////////////////////////////////////////////////////
/// \brief Get the current touch position
/// \brief Get the current touch position for a given finger
///
/// \param index Finger index
///
/// \return Current touch position, or (-1, -1) if no touch
///
////////////////////////////////////////////////////////////
- (sf::Vector2i)getTouchPosition;
- (sf::Vector2i)getTouchPosition:(unsigned int)index;
////////////////////////////////////////////////////////////
/// \brief Receive an external touch begin notification
///
/// \param index Finger index
/// \param position Position of the touch
///
////////////////////////////////////////////////////////////
- (void)notifyTouchBeginAt:(CGPoint)position;
- (void)notifyTouchBegin:(unsigned int)index atPosition:(sf::Vector2i)position;
////////////////////////////////////////////////////////////
/// \brief Receive an external touch move notification
///
/// \param index Finger index
/// \param position Position of the touch
///
////////////////////////////////////////////////////////////
- (void)notifyTouchMoveAt:(CGPoint)position;
- (void)notifyTouchMove:(unsigned int)index atPosition:(sf::Vector2i)position;
////////////////////////////////////////////////////////////
/// \brief Receive an external touch end notification
///
/// \param index Finger index
/// \param position Position of the touch
///
////////////////////////////////////////////////////////////
- (void)notifyTouchEndAt:(CGPoint)position;
- (void)notifyTouchEnd:(unsigned int)index atPosition:(sf::Vector2i)position;
////////////////////////////////////////////////////////////
/// \brief Receive an external character notification

View File

@ -27,19 +27,22 @@
////////////////////////////////////////////////////////////
#include <SFML/Window/iOS/SFAppDelegate.hpp>
#include <SFML/Window/iOS/SFMain.hpp>
#include <vector>
namespace
{
// Save the global instance of the delegate
SFAppDelegate* delegateInstance = NULL;
// Current touches positions
std::vector<sf::Vector2i> touchPositions;
}
@interface SFAppDelegate()
@property (nonatomic) CMMotionManager* motionManager;
@property (nonatomic) sf::Vector2i touchPosition;
@end
@ -73,9 +76,6 @@ namespace
// Instanciate the motion manager
self.motionManager = [[CMMotionManager alloc] init];
// Initialize the touch position
self.touchPosition = sf::Vector2i(-1, -1);
// Register orientation changes notifications
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(deviceOrientationDidChange:) name:UIDeviceOrientationDidChangeNotification object: nil];
@ -167,15 +167,15 @@ namespace
(orientation == UIDeviceOrientationPortraitUpsideDown))
{
// Get the new size
CGSize size = [UIScreen mainScreen].bounds.size;
sf::Vector2u size = self.sfWindow->getSize();
if (UIDeviceOrientationIsLandscape(orientation))
std::swap(size.width, size.height);
std::swap(size.x, size.y);
// Send a Resized event to the current window
sf::Event event;
event.type = sf::Event::Resized;
event.size.width = size.width;
event.size.height = size.height;
event.size.width = size.x;
event.size.height = size.y;
sfWindow->pushEvent(event);
}
}
@ -190,57 +190,72 @@ namespace
////////////////////////////////////////////////////////////
- (sf::Vector2i)getTouchPosition
- (sf::Vector2i)getTouchPosition:(unsigned int)index
{
return self.touchPosition;
if (index < touchPositions.size())
return touchPositions[index];
else
return sf::Vector2i(-1, -1);
}
////////////////////////////////////////////////////////////
- (void)notifyTouchBeginAt:(CGPoint)position
- (void)notifyTouchBegin:(unsigned int)index atPosition:(sf::Vector2i)position;
{
self.touchPosition = sf::Vector2i(static_cast<int>(position.x), static_cast<int>(position.y));
// save the touch position
if (index >= touchPositions.size())
touchPositions.resize(index + 1, sf::Vector2i(-1, -1));
touchPositions[index] = position;
// notify the event to the application window
if (self.sfWindow)
{
sf::Event event;
event.type = sf::Event::MouseButtonPressed;
event.mouseButton.x = position.x;
event.mouseButton.y = position.y;
event.mouseButton.button = sf::Mouse::Left;
event.type = sf::Event::TouchBegan;
event.touch.finger = index;
event.touch.x = position.x;
event.touch.y = position.y;
sfWindow->pushEvent(event);
}
}
////////////////////////////////////////////////////////////
- (void)notifyTouchMoveAt:(CGPoint)position
- (void)notifyTouchMove:(unsigned int)index atPosition:(sf::Vector2i)position;
{
self.touchPosition = sf::Vector2i(static_cast<int>(position.x), static_cast<int>(position.y));
// save the touch position
if (index >= touchPositions.size())
touchPositions.resize(index + 1, sf::Vector2i(-1, -1));
touchPositions[index] = position;
// notify the event to the application window
if (self.sfWindow)
{
sf::Event event;
event.type = sf::Event::MouseMoved;
event.mouseMove.x = position.x;
event.mouseMove.y = position.y;
event.type = sf::Event::TouchMoved;
event.touch.finger = index;
event.touch.x = position.x;
event.touch.y = position.y;
sfWindow->pushEvent(event);
}
}
////////////////////////////////////////////////////////////
- (void)notifyTouchEndAt:(CGPoint)position
- (void)notifyTouchEnd:(unsigned int)index atPosition:(sf::Vector2i)position;
{
self.touchPosition = sf::Vector2i(-1, -1);
// clear the touch position
if (index < touchPositions.size())
touchPositions[index] = sf::Vector2i(-1, -1);
// notify the event to the application window
if (self.sfWindow)
{
sf::Event event;
event.type = sf::Event::MouseButtonReleased;
event.mouseButton.x = position.x;
event.mouseButton.y = position.y;
event.mouseButton.button = sf::Mouse::Left;
event.type = sf::Event::TouchEnded;
event.touch.finger = index;
event.touch.x = position.x;
event.touch.y = position.y;
sfWindow->pushEvent(event);
}
}

View File

@ -32,6 +32,13 @@
#include <cstring>
@interface SFView()
@property (nonatomic) NSMutableArray* touches;
@end
@implementation SFView
@synthesize context;
@ -78,30 +85,70 @@
////////////////////////////////////////////////////////////
- (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event
{
UITouch* touch = [touches anyObject];
CGPoint position = [touch locationInView:self];
for (UITouch* touch in touches)
{
// find an empty slot for the new touch
NSUInteger index = [self.touches indexOfObject:[NSNull null]];
if (index != NSNotFound)
{
[self.touches replaceObjectAtIndex:index withObject:touch];
}
else
{
[self.touches addObject:touch];
index = [self.touches count] - 1;
}
[[SFAppDelegate getInstance] notifyTouchBeginAt:position];
// get the touch position
CGPoint point = [touch locationInView:self];
sf::Vector2i position(static_cast<int>(point.x), static_cast<int>(point.y));
// notify the application delegate
[[SFAppDelegate getInstance] notifyTouchBegin:index atPosition:position];
}
}
////////////////////////////////////////////////////////////
- (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event
{
UITouch* touch = [touches anyObject];
CGPoint position = [touch locationInView:self];
for (UITouch* touch in touches)
{
// find the touch
NSUInteger index = [self.touches indexOfObject:touch];
if (index != NSNotFound)
{
// get the touch position
CGPoint point = [touch locationInView:self];
sf::Vector2i position(static_cast<int>(point.x), static_cast<int>(point.y));
[[SFAppDelegate getInstance] notifyTouchMoveAt:position];
// notify the application delegate
[[SFAppDelegate getInstance] notifyTouchMove:index atPosition:position];
}
}
}
////////////////////////////////////////////////////////////
- (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event
{
UITouch* touch = [touches anyObject];
CGPoint position = [touch locationInView:self];
for (UITouch* touch in touches)
{
// find the touch
NSUInteger index = [self.touches indexOfObject:touch];
if (index != NSNotFound)
{
// get the touch position
CGPoint point = [touch locationInView:self];
sf::Vector2i position(static_cast<int>(point.x), static_cast<int>(point.y));
[[SFAppDelegate getInstance] notifyTouchEndAt:position];
// notify the application delegate
[[SFAppDelegate getInstance] notifyTouchEnd:index atPosition:position];
// remove the touch
[self.touches replaceObjectAtIndex:index withObject:[NSNull null]];
}
}
}
@ -136,6 +183,7 @@
if (self)
{
self.context = NULL;
self.touches = [NSMutableArray array];
// Configure the EAGL layer
CAEAGLLayer* eaglLayer = (CAEAGLLayer*)self.layer;
@ -145,8 +193,9 @@
kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat,
nil];
// Enable user interactions on the view (touch events)
// Enable user interactions on the view (multi-touch events)
self.userInteractionEnabled = true;
self.multipleTouchEnabled = true;
}
return self;