started implementing on-screen controls

- directional pad works
- a,b,x,y work
This commit is contained in:
Diego Waxemberg
2014-12-28 21:42:18 -05:00
parent 4a08288d0d
commit d6d30f021d
39 changed files with 412 additions and 3 deletions

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@@ -0,0 +1,16 @@
//
// OnScreenControls.h
// Limelight
//
// Created by Diego Waxemberg on 12/28/14.
// Copyright (c) 2014 Limelight Stream. All rights reserved.
//
#import <Foundation/Foundation.h>
@interface OnScreenControls : NSObject
- (id) initWithView:(UIView*)view;
- (void) handleTouchDownEvent:(UIEvent*)event;
- (void) handleTouchUpEvent:(UIEvent*) event;
@end

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@@ -0,0 +1,193 @@
//
// OnScreenControls.m
// Limelight
//
// Created by Diego Waxemberg on 12/28/14.
// Copyright (c) 2014 Limelight Stream. All rights reserved.
//
#import "OnScreenControls.h"
#include "Limelight.h"
#define UPDATE_BUTTON(x, y) (buttonFlags = \
(y) ? (buttonFlags | (x)) : (buttonFlags & ~(x)))
@implementation OnScreenControls {
UIView* _view;
BOOL shouldDrawControls;
CALayer* _aButton;
CALayer* _bButton;
CALayer* _xButton;
CALayer* _yButton;
CALayer* _upButton;
CALayer* _downButton;
CALayer* _leftButton;
CALayer* _rightButton;
short buttonFlags;
short leftStickX, leftStickY;
short rightStickX, rightStickY;
char leftTrigger, rightTrigger;
}
static const float BUTTON_SIZE = 50;
static const float BUTTON_DIST = 20;
static float BUTTON_CENTER_X;
static float BUTTON_CENTER_Y;
static const float D_PAD_SHORT = 50;
static const float D_PAD_LONG = 65;
static const float D_PAD_DIST = 15;
static float D_PAD_CENTER_X;
static float D_PAD_CENTER_Y;
- (id) initWithView:(UIView*)view {
self = [self init];
_view = view;
shouldDrawControls = YES;
D_PAD_CENTER_X = _view.frame.size.width * .15;
D_PAD_CENTER_Y = _view.frame.size.height * .75;
BUTTON_CENTER_X = _view.frame.size.width * .85;
BUTTON_CENTER_Y = _view.frame.size.height * .75;
[self drawButtons];
return self;
}
- (void) drawButtons {
// create A button
_aButton = [CALayer layer];
_aButton.frame = CGRectMake(BUTTON_CENTER_X - BUTTON_SIZE / 2, BUTTON_CENTER_Y + BUTTON_DIST, BUTTON_SIZE, BUTTON_SIZE);
_aButton.contents = (id) [UIImage imageNamed:@"AButton"].CGImage;
[_view.layer addSublayer:_aButton];
// create B button
_bButton = [CALayer layer];
_bButton.frame = CGRectMake(BUTTON_CENTER_X + BUTTON_DIST, BUTTON_CENTER_Y - BUTTON_SIZE / 2, BUTTON_SIZE, BUTTON_SIZE);
_bButton.contents = (id) [UIImage imageNamed:@"BButton"].CGImage;
[_view.layer addSublayer:_bButton];
// create X Button
_xButton = [CALayer layer];
_xButton.frame = CGRectMake(BUTTON_CENTER_X - BUTTON_DIST - BUTTON_SIZE, BUTTON_CENTER_Y - BUTTON_SIZE / 2, BUTTON_SIZE, BUTTON_SIZE);
_xButton.contents = (id) [UIImage imageNamed:@"XButton"].CGImage;
[_view.layer addSublayer:_xButton];
// create Y Button
_yButton = [CALayer layer];
_yButton.frame = CGRectMake(BUTTON_CENTER_X - BUTTON_SIZE / 2, BUTTON_CENTER_Y - BUTTON_DIST - BUTTON_SIZE, BUTTON_SIZE, BUTTON_SIZE);
_yButton.contents = (id) [UIImage imageNamed:@"YButton"].CGImage;
[_view.layer addSublayer:_yButton];
// create Down button
_downButton = [CALayer layer];
_downButton.frame = CGRectMake(D_PAD_CENTER_X - D_PAD_SHORT / 2, D_PAD_CENTER_Y + D_PAD_DIST, D_PAD_SHORT, D_PAD_LONG);
_downButton.contents = (id) [UIImage imageNamed:@"DownButton"].CGImage;
[_view.layer addSublayer:_downButton];
// create Right button
_rightButton = [CALayer layer];
_rightButton.frame = CGRectMake(D_PAD_CENTER_X + D_PAD_DIST, D_PAD_CENTER_Y - D_PAD_SHORT / 2, D_PAD_LONG, D_PAD_SHORT);
_rightButton.contents = (id) [UIImage imageNamed:@"RightButton"].CGImage;
[_view.layer addSublayer:_rightButton];
// create Up button
_upButton = [CALayer layer];
_upButton.frame = CGRectMake(D_PAD_CENTER_X - D_PAD_SHORT / 2, D_PAD_CENTER_Y - D_PAD_DIST - D_PAD_LONG, D_PAD_SHORT, D_PAD_LONG);
_upButton.contents = (id) [UIImage imageNamed:@"UpButton"].CGImage;
[_view.layer addSublayer:_upButton];
// create Left button
_leftButton = [CALayer layer];
_leftButton.frame = CGRectMake(D_PAD_CENTER_X - D_PAD_DIST - D_PAD_LONG, D_PAD_CENTER_Y - D_PAD_SHORT / 2, D_PAD_LONG, D_PAD_SHORT);
_leftButton.contents = (id) [UIImage imageNamed:@"LeftButton"].CGImage;
[_view.layer addSublayer:_leftButton];
}
- (void)handleTouchDownEvent:(UIEvent*)event {
for (UITouch* touch in [event allTouches]) {
CGPoint touchLocation = [touch locationInView:_view];
if ([_aButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(A_FLAG, 1);
} else if ([_bButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(B_FLAG, 1);
} else if ([_xButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(X_FLAG, 1);
} else if ([_yButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(Y_FLAG, 1);
} else if ([_upButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(UP_FLAG, 1);
} else if ([_downButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(DOWN_FLAG, 1);
} else if ([_leftButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(LEFT_FLAG, 1);
} else if ([_rightButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(RIGHT_FLAG, 1);
}
/*
UPDATE_BUTTON(LB_FLAG, gamepad.leftShoulder.pressed);
UPDATE_BUTTON(RB_FLAG, gamepad.rightShoulder.pressed);
leftStickX = gamepad.leftThumbstick.xAxis.value * 0x7FFE;
leftStickY = gamepad.leftThumbstick.yAxis.value * 0x7FFE;
rightStickX = gamepad.rightThumbstick.xAxis.value * 0x7FFE;
rightStickY = gamepad.rightThumbstick.yAxis.value * 0x7FFE;
leftTrigger = gamepad.leftTrigger.value * 0xFF;
rightTrigger = gamepad.rightTrigger.value * 0xFF;
*/
// We call LiSendControllerEvent while holding a lock to prevent
// multiple simultaneous calls since this function isn't thread safe.
}
LiSendControllerEvent(buttonFlags, leftTrigger, rightTrigger,
leftStickX, leftStickY, rightStickX, rightStickY);
}
- (void)handleTouchUpEvent:(UIEvent*)event {
for (UITouch* touch in [event allTouches]) {
CGPoint touchLocation = [touch locationInView:_view];
if ([_aButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(A_FLAG, 0);
} else if ([_bButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(B_FLAG, 0);
} else if ([_xButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(X_FLAG, 0);
} else if ([_yButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(Y_FLAG, 0);
} else if ([_upButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(UP_FLAG, 0);
} else if ([_downButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(DOWN_FLAG, 0);
} else if ([_leftButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(LEFT_FLAG, 0);
} else if ([_rightButton.presentationLayer hitTest:touchLocation]) {
UPDATE_BUTTON(RIGHT_FLAG, 0);
}
/*
UPDATE_BUTTON(LB_FLAG, gamepad.leftShoulder.pressed);
UPDATE_BUTTON(RB_FLAG, gamepad.rightShoulder.pressed);
leftStickX = gamepad.leftThumbstick.xAxis.value * 0x7FFE;
leftStickY = gamepad.leftThumbstick.yAxis.value * 0x7FFE;
rightStickX = gamepad.rightThumbstick.xAxis.value * 0x7FFE;
rightStickY = gamepad.rightThumbstick.yAxis.value * 0x7FFE;
leftTrigger = gamepad.leftTrigger.value * 0xFF;
rightTrigger = gamepad.rightTrigger.value * 0xFF;
*/
// We call LiSendControllerEvent while holding a lock to prevent
// multiple simultaneous calls since this function isn't thread safe.
}
LiSendControllerEvent(buttonFlags, leftTrigger, rightTrigger,
leftStickX, leftStickY, rightStickX, rightStickY);
}
@end

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@@ -10,4 +10,6 @@
@interface StreamView : UIView
- (void) setupOnScreenControls;
@end

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@@ -8,17 +8,23 @@
#import "StreamView.h"
#include <Limelight.h>
#import "OnScreenControls.h"
@implementation StreamView {
CGPoint touchLocation;
BOOL touchMoved;
OnScreenControls* onScreenControls;
}
- (void) setupOnScreenControls {
onScreenControls = [[OnScreenControls alloc] initWithView:self];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
touchLocation = [touch locationInView:self];
touchMoved = false;
[onScreenControls handleTouchDownEvent:event];
NSLog(@"Touch down");
}
@@ -53,8 +59,7 @@
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(@"Touch up");
[onScreenControls handleTouchUpEvent:event];
if (!touchMoved) {
if ([[event allTouches] count] == 2) {
NSLog(@"Sending right mouse button press");