/* 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 . * */ // Disable symbol overrides so that we can use system headers. #define FORBIDDEN_SYMBOL_ALLOW_ALL #include "backends/platform/ios7/ios7_touch_controller.h" #include "backends/platform/ios7/ios7_video.h" @implementation TouchController { UITouch *_touch; } @dynamic view; @dynamic isConnected; - (id)initWithView:(iPhoneView *)view { self = [super initWithView:view]; _touch = nil; // Touches should always be present in iOS view [self setIsConnected:YES]; return self; } - (BOOL)shouldHandleTouch:(UITouch *)touch { // In iOS touchpads will trigger UITouchTypeIndirect events // However, they will also send mose events. Make sure to // block the UITouchTypeIndirect but not in Apple TV OS where // they are required as the Apple TV remote sends touh events // but no mouse events. #if TARGET_OS_IOS return touch != nil && (touch.type == UITouchTypeDirect || touch.type == UITouchTypePencil); #else return YES; #endif } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { _touch = [touches anyObject]; if ([self shouldHandleTouch:_touch]) { CGPoint p = [self getLocationInView:_touch]; [[self view] addEvent:InternalEvent(kInputTouchBegan, p.x, p.y)]; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *t = [touches anyObject]; if (t != _touch) { // We shouldn't end up here but if we do bail out return; } _touch = t; if ([self shouldHandleTouch:_touch]) { CGPoint p = [self getLocationInView:_touch]; [[self view] addEvent:InternalEvent(kInputTouchMoved, p.x, p.y)]; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { _touch = nil; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { _touch = nil; } @end