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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).
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backends/platform/ios7/ios7_game_controller.h
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46
backends/platform/ios7/ios7_game_controller.h
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@ -0,0 +1,46 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BACKENDS_PLATFORM_IOS7_IOS7_GAME_CONTROLLER_H
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#define BACKENDS_PLATFORM_IOS7_IOS7_GAME_CONTROLLER_H
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#include <UIKit/UIKit.h>
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@class iPhoneView;
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@interface GameController : NSObject
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typedef enum {
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kGameControllerMouseButtonLeft = 0,
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kGameControllerMouseButtonRight,
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kGameControllerMouseButtonMiddle,
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} GameControllerMouseButton;
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@property (nonatomic, readwrite, retain) iPhoneView *view;
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- (id)initWithView:(iPhoneView *)view;
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- (void)handlePointerMoveTo:(CGPoint)point;
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- (void)handleMouseButtonAction:(GameControllerMouseButton)button isPressed:(bool)pressed at:(CGPoint)point;
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@end
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#endif /* BACKENDS_PLATFORM_IOS7_IOS7_GAME_CONTROLLER_H */
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backends/platform/ios7/ios7_game_controller.mm
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backends/platform/ios7/ios7_game_controller.mm
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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// Disable symbol overrides so that we can use system headers.
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#define FORBIDDEN_SYMBOL_ALLOW_ALL
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#include "backends/platform/ios7/ios7_game_controller.h"
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#include "backends/platform/ios7/ios7_video.h"
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@interface GameController()
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@property (nonatomic, assign) BOOL firstButtonPressed;
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@property (nonatomic, assign) BOOL secondButtonPressed;
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@end
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@implementation GameController
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@synthesize view;
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- (id)initWithView:(iPhoneView *)view {
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self = [super init];
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if (self) {
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[self setView:view];
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}
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_firstButtonPressed = _secondButtonPressed = NO;
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return self;
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}
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- (void)handlePointerMoveTo:(CGPoint)point {
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int x, y;
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// Only set valid mouse coordinates in games
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if (![view getMouseCoords:point eventX:&x eventY:&y]) {
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return;
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}
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[view setPointerPosition:point];
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if (_firstButtonPressed) {
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[view addEvent:InternalEvent(kInputMouseDragged, x, y)];
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} else if (_secondButtonPressed) {
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[view addEvent:InternalEvent(kInputMouseSecondDragged, x, y)];
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} else {
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[view addEvent:InternalEvent(kInputMouseDragged, x, y)];
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}
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}
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- (void)handleMouseButtonAction:(GameControllerMouseButton)button isPressed:(bool)pressed at:(CGPoint)point{
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int x, y;
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// Only set valid mouse coordinates in games
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if (![view getMouseCoords:[view pointerPosition] eventX:&x eventY:&y]) {
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return;
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}
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[view setPointerPosition:point];
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switch (button) {
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case kGameControllerMouseButtonLeft:
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if (pressed) {
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_firstButtonPressed = YES;
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[view addEvent:InternalEvent(kInputMouseDown, x, y)];
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} else {
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_firstButtonPressed = NO;
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[view addEvent:InternalEvent(kInputMouseUp, x, y)];
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}
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break;
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case kGameControllerMouseButtonRight:
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if (pressed) {
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_secondButtonPressed = YES;
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[view addEvent:InternalEvent(kInputMouseSecondDown, x, y)];
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} else {
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_secondButtonPressed = NO;
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[view addEvent:InternalEvent(kInputMouseSecondUp, x, y)];
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}
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break;
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default:
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break;
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}
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}
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@end
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@ -10,7 +10,8 @@ MODULE_OBJS := \
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ios7_video.o \
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ios7_keyboard.o \
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ios7_scummvm_view_controller.o \
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ios7_app_delegate.o
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ios7_app_delegate.o \
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ios7_game_controller.o
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# We don't use rules.mk but rather manually update OBJS and MODULE_DIRS.
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MODULE_OBJS := $(addprefix $(MODULE)/, $(MODULE_OBJS))
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