SDL  2.0
SDL_uikitview.m
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1  /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
4 
5  This software is provided 'as-is', without any express or implied
6  warranty. In no event will the authors be held liable for any damages
7  arising from the use of this software.
8 
9  Permission is granted to anyone to use this software for any purpose,
10  including commercial applications, and to alter it and redistribute it
11  freely, subject to the following restrictions:
12 
13  1. The origin of this software must not be misrepresented; you must not
14  claim that you wrote the original software. If you use this software
15  in a product, an acknowledgment in the product documentation would be
16  appreciated but is not required.
17  2. Altered source versions must be plainly marked as such, and must not be
18  misrepresented as being the original software.
19  3. This notice may not be removed or altered from any source distribution.
20 */
21 #include "../../SDL_internal.h"
22 
23 #if SDL_VIDEO_DRIVER_UIKIT
24 
25 #include "SDL_uikitview.h"
26 
27 #include "../../events/SDL_mouse_c.h"
28 #include "../../events/SDL_touch_c.h"
29 #include "../../events/SDL_events_c.h"
30 
31 #import "SDL_uikitappdelegate.h"
32 #import "SDL_uikitmodes.h"
33 #import "SDL_uikitwindow.h"
34 
35 @implementation SDL_uikitview {
36  SDL_Window *sdlwindow;
37 
38  SDL_TouchID touchId;
39  UITouch * __weak firstFingerDown;
40 }
41 
42 - (instancetype)initWithFrame:(CGRect)frame
43 {
44  if ((self = [super initWithFrame:frame])) {
45  self.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
46  self.autoresizesSubviews = YES;
47 
48  self.multipleTouchEnabled = YES;
49 
50  touchId = 1;
51  SDL_AddTouch(touchId, "");
52  }
53 
54  return self;
55 }
56 
57 - (void)setSDLWindow:(SDL_Window *)window
58 {
59  SDL_WindowData *data = nil;
60 
61  if (window == sdlwindow) {
62  return;
63  }
64 
65  /* Remove ourself from the old window. */
66  if (sdlwindow) {
67  SDL_uikitview *view = nil;
68  data = (__bridge SDL_WindowData *) sdlwindow->driverdata;
69 
70  [data.views removeObject:self];
71 
72  [self removeFromSuperview];
73 
74  /* Restore the next-oldest view in the old window. */
75  view = data.views.lastObject;
76 
77  data.viewcontroller.view = view;
78 
79  data.uiwindow.rootViewController = nil;
80  data.uiwindow.rootViewController = data.viewcontroller;
81 
82  [data.uiwindow layoutIfNeeded];
83  }
84 
85  /* Add ourself to the new window. */
86  if (window) {
87  data = (__bridge SDL_WindowData *) window->driverdata;
88 
89  /* Make sure the SDL window has a strong reference to this view. */
90  [data.views addObject:self];
91 
92  /* Replace the view controller's old view with this one. */
93  [data.viewcontroller.view removeFromSuperview];
94  data.viewcontroller.view = self;
95 
96  /* The root view controller handles rotation and the status bar.
97  * Assigning it also adds the controller's view to the window. We
98  * explicitly re-set it to make sure the view is properly attached to
99  * the window. Just adding the sub-view if the root view controller is
100  * already correct causes orientation issues on iOS 7 and below. */
101  data.uiwindow.rootViewController = nil;
102  data.uiwindow.rootViewController = data.viewcontroller;
103 
104  /* The view's bounds may not be correct until the next event cycle. That
105  * might happen after the current dimensions are queried, so we force a
106  * layout now to immediately update the bounds. */
107  [data.uiwindow layoutIfNeeded];
108  }
109 
110  sdlwindow = window;
111 }
112 
113 - (CGPoint)touchLocation:(UITouch *)touch shouldNormalize:(BOOL)normalize
114 {
115  CGPoint point = [touch locationInView:self];
116 
117  if (normalize) {
118  CGRect bounds = self.bounds;
119  point.x /= bounds.size.width;
120  point.y /= bounds.size.height;
121  }
122 
123  return point;
124 }
125 
126 - (float)pressureForTouch:(UITouch *)touch
127 {
128 #ifdef __IPHONE_9_0
129  if ([touch respondsToSelector:@selector(force)]) {
130  return (float) touch.force;
131  }
132 #endif
133 
134  return 1.0f;
135 }
136 
137 - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
138 {
139  for (UITouch *touch in touches) {
140  float pressure = [self pressureForTouch:touch];
141 
142  if (!firstFingerDown) {
143  CGPoint locationInView = [self touchLocation:touch shouldNormalize:NO];
144 
145  /* send mouse moved event */
146  SDL_SendMouseMotion(sdlwindow, SDL_TOUCH_MOUSEID, 0, locationInView.x, locationInView.y);
147 
148  /* send mouse down event */
150 
151  firstFingerDown = touch;
152  }
153 
154  CGPoint locationInView = [self touchLocation:touch shouldNormalize:YES];
155  SDL_SendTouch(touchId, (SDL_FingerID)((size_t)touch),
156  SDL_TRUE, locationInView.x, locationInView.y, pressure);
157  }
158 }
159 
160 - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
161 {
162  for (UITouch *touch in touches) {
163  float pressure = [self pressureForTouch:touch];
164 
165  if (touch == firstFingerDown) {
166  /* send mouse up */
168  firstFingerDown = nil;
169  }
170 
171  CGPoint locationInView = [self touchLocation:touch shouldNormalize:YES];
172  SDL_SendTouch(touchId, (SDL_FingerID)((size_t)touch),
173  SDL_FALSE, locationInView.x, locationInView.y, pressure);
174  }
175 }
176 
177 - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
178 {
179  [self touchesEnded:touches withEvent:event];
180 }
181 
182 - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
183 {
184  for (UITouch *touch in touches) {
185  float pressure = [self pressureForTouch:touch];
186 
187  if (touch == firstFingerDown) {
188  CGPoint locationInView = [self touchLocation:touch shouldNormalize:NO];
189 
190  /* send moved event */
191  SDL_SendMouseMotion(sdlwindow, SDL_TOUCH_MOUSEID, 0, locationInView.x, locationInView.y);
192  }
193 
194  CGPoint locationInView = [self touchLocation:touch shouldNormalize:YES];
195  SDL_SendTouchMotion(touchId, (SDL_FingerID)((size_t)touch),
196  locationInView.x, locationInView.y, pressure);
197  }
198 }
199 
200 @end
201 
202 #endif /* SDL_VIDEO_DRIVER_UIKIT */
203 
204 /* vi: set ts=4 sw=4 expandtab: */
Sint64 SDL_FingerID
Definition: SDL_touch.h:42
SDL_Window * window
SDL_uikitviewcontroller * viewcontroller
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: SDL_opengl.h:1967
int SDL_SendTouch(SDL_TouchID id, SDL_FingerID fingerid, SDL_bool down, float x, float y, float pressure)
Definition: SDL_touch.c:216
#define SDL_TOUCH_MOUSEID
Definition: SDL_touch.h:53
int SDL_SendTouchMotion(SDL_TouchID id, SDL_FingerID fingerid, float x, float y, float pressure)
Definition: SDL_touch.c:278
NSMutableArray * views
int SDL_SendMouseMotion(SDL_Window *window, SDL_MouseID mouseID, int relative, int x, int y)
Definition: SDL_mouse.c:188
#define SDL_BUTTON_LEFT
Definition: SDL_mouse.h:280
int frame
Definition: teststreaming.c:60
Sint64 SDL_TouchID
Definition: SDL_touch.h:41
int SDL_AddTouch(SDL_TouchID touchID, const char *name)
Definition: SDL_touch.c:130
UIWindow * uiwindow
SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char const char SDL_SCANF_FORMAT_STRING const char return SDL_ThreadFunction const char void return Uint32 return Uint32 void
The type used to identify a window.
Definition: SDL_sysvideo.h:71
void * driverdata
Definition: SDL_sysvideo.h:106
#define SDL_PRESSED
Definition: SDL_events.h:50
#define SDL_RELEASED
Definition: SDL_events.h:49
GLuint in
int SDL_SendMouseButton(SDL_Window *window, SDL_MouseID mouseID, Uint8 state, Uint8 button)
Definition: SDL_mouse.c:326