IOS7: Add GameController base class

Add a GameController base class which handles user inputs from a
controller. The input is either a pointer move or a button action.
If the input is a pointer move, make sure that the move is within
valid coordinates in the game (respecting the resolution which is
most probably lower than the view resolution).
This commit is contained in:
Lars Sundström 2022-06-20 13:32:09 +02:00 committed by Thierry Crozat
parent 877d1ffa67
commit 15507ebc50
3 changed files with 149 additions and 1 deletions

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@ -0,0 +1,46 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef BACKENDS_PLATFORM_IOS7_IOS7_GAME_CONTROLLER_H
#define BACKENDS_PLATFORM_IOS7_IOS7_GAME_CONTROLLER_H
#include <UIKit/UIKit.h>
@class iPhoneView;
@interface GameController : NSObject
typedef enum {
kGameControllerMouseButtonLeft = 0,
kGameControllerMouseButtonRight,
kGameControllerMouseButtonMiddle,
} GameControllerMouseButton;
@property (nonatomic, readwrite, retain) iPhoneView *view;
- (id)initWithView:(iPhoneView *)view;
- (void)handlePointerMoveTo:(CGPoint)point;
- (void)handleMouseButtonAction:(GameControllerMouseButton)button isPressed:(bool)pressed at:(CGPoint)point;
@end
#endif /* BACKENDS_PLATFORM_IOS7_IOS7_GAME_CONTROLLER_H */

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@ -0,0 +1,101 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
// Disable symbol overrides so that we can use system headers.
#define FORBIDDEN_SYMBOL_ALLOW_ALL
#include "backends/platform/ios7/ios7_game_controller.h"
#include "backends/platform/ios7/ios7_video.h"
@interface GameController()
@property (nonatomic, assign) BOOL firstButtonPressed;
@property (nonatomic, assign) BOOL secondButtonPressed;
@end
@implementation GameController
@synthesize view;
- (id)initWithView:(iPhoneView *)view {
self = [super init];
if (self) {
[self setView:view];
}
_firstButtonPressed = _secondButtonPressed = NO;
return self;
}
- (void)handlePointerMoveTo:(CGPoint)point {
int x, y;
// Only set valid mouse coordinates in games
if (![view getMouseCoords:point eventX:&x eventY:&y]) {
return;
}
[view setPointerPosition:point];
if (_firstButtonPressed) {
[view addEvent:InternalEvent(kInputMouseDragged, x, y)];
} else if (_secondButtonPressed) {
[view addEvent:InternalEvent(kInputMouseSecondDragged, x, y)];
} else {
[view addEvent:InternalEvent(kInputMouseDragged, x, y)];
}
}
- (void)handleMouseButtonAction:(GameControllerMouseButton)button isPressed:(bool)pressed at:(CGPoint)point{
int x, y;
// Only set valid mouse coordinates in games
if (![view getMouseCoords:[view pointerPosition] eventX:&x eventY:&y]) {
return;
}
[view setPointerPosition:point];
switch (button) {
case kGameControllerMouseButtonLeft:
if (pressed) {
_firstButtonPressed = YES;
[view addEvent:InternalEvent(kInputMouseDown, x, y)];
} else {
_firstButtonPressed = NO;
[view addEvent:InternalEvent(kInputMouseUp, x, y)];
}
break;
case kGameControllerMouseButtonRight:
if (pressed) {
_secondButtonPressed = YES;
[view addEvent:InternalEvent(kInputMouseSecondDown, x, y)];
} else {
_secondButtonPressed = NO;
[view addEvent:InternalEvent(kInputMouseSecondUp, x, y)];
}
break;
default:
break;
}
}
@end

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@ -10,7 +10,8 @@ MODULE_OBJS := \
ios7_video.o \
ios7_keyboard.o \
ios7_scummvm_view_controller.o \
ios7_app_delegate.o
ios7_app_delegate.o \
ios7_game_controller.o
# We don't use rules.mk but rather manually update OBJS and MODULE_DIRS.
MODULE_OBJS := $(addprefix $(MODULE)/, $(MODULE_OBJS))