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