2008-04-25 13:37:36 +00:00
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#include <clutter/clutter.h>
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#include "clutter-backend-fruity.h"
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#include "clutter-stage-fruity.h"
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#include "../clutter-main.h"
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#include "../clutter-private.h"
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#import <UIKit/UIKit.h>
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#import <Foundation/Foundation.h>
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#import <CoreFoundation/CoreFoundation.h>
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#include <GraphicsServices/GraphicsServices.h>
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#include <OpenGLES/gl.h>
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#include <glib.h>
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#import <UIKit/UIView.h>
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#import <UIKit/UITextView.h>
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#import <UIKit/UIHardware.h>
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#import <UIKit/UINavigationBar.h>
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#import <UIKit/UIView-Geometry.h>
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#include "clutter-fruity.h"
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static gboolean alive = TRUE;
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@interface StageView : UIView
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{
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}
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@end
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@implementation StageView
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2008-06-23 09:55:42 +00:00
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struct GSPathPoint {
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char unk0;
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char unk1;
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short int status;
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int unk2;
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float x;
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float y;
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};
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typedef struct {
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int unk0;
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int unk1;
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int type;
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int subtype;
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float unk2;
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float unk3;
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float x;
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float y;
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int timestamp1;
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int timestamp2;
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int unk4;
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int modifierFlags;
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int unk5;
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int unk6;
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int mouseEvent;
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short int dx;
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short int fingerCount;
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int unk7;
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int unk8;
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char unk9;
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char numPoints;
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short int unk10;
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struct GSPathPoint points[10];
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} MEvent;
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2008-06-24 11:34:22 +00:00
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#define MAX_FINGERS 5
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2008-06-23 09:55:42 +00:00
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- (void)doEvent:(GSEvent*)gs_event
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{
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ClutterBackendEGL *ba = CLUTTER_BACKEND_EGL (clutter_get_default_backend());
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int i, j;
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ClutterMainContext *context;
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ClutterStage *stage = CLUTTER_STAGE_EGL(ba->stage)->wrapper;
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MEvent *event = (MEvent*)gs_event;
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2009-06-17 16:59:54 +00:00
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context = _clutter_context_get_default ();
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2008-06-23 09:55:42 +00:00
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2008-06-24 11:34:22 +00:00
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bool mapped[MAX_FINGERS] = {false, false, false, false, false}; /* an event has been mapped to this device */
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int evs[MAX_FINGERS] = {0,0,0,0,0};
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2008-07-02 13:44:53 +00:00
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/* using numPoints (with the points[i].status check) seems to
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* be no different from using numFingers :/ */
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for (i = 0; i < event->numPoints; i++)
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2008-06-23 09:55:42 +00:00
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{
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bool found = false;
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2008-07-02 13:44:53 +00:00
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if (event->points[i].status != 3) /* skip if finger not down */
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continue;
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2008-06-23 09:55:42 +00:00
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/* NSLog(@"IncomingEvent: %d, pos: %f, %f", i, event->points[i].x, event->points[i].y);*/
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/* check if this finger maps to one of the existing devices */
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2008-06-24 11:34:22 +00:00
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for (j = 0; j < MAX_FINGERS; j++)
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2008-06-23 09:55:42 +00:00
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{
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ClutterFruityFingerDevice *dev;
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if (mapped[j])
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continue; /* we're already using device j */
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dev = g_slist_nth_data (context->input_devices, j);
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if (!dev->is_down)
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continue; /* device isn't down we cannot really match against it */
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2008-07-02 13:44:53 +00:00
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int dist = (event->points[i].x - dev->x) * (event->points[i].x - dev->x) +
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(event->points[i].y - dev->y) * (event->points[i].y - dev->y);
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if (dist < 20 * 20)
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2008-06-23 09:55:42 +00:00
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{
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found = true;
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mapped[j] = true;
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2008-07-02 13:44:53 +00:00
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/* only generate motion events if we've changed position */
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2008-06-23 09:55:42 +00:00
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if (dist >= 1)
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{
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dev->x = event->points[i].x;
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dev->y = event->points[i].y;
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// MOUSEMOVE
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/*NSLog(@"MouseMove: %d, pos: %d, %d", j, dev->x, dev->y);*/
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evs[j] = 3;
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}
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break;
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}
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}
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if (!found)
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{
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ClutterFruityFingerDevice *dev;
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2008-06-24 11:34:22 +00:00
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for (j = 0; j < MAX_FINGERS; j++)
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2008-06-23 09:55:42 +00:00
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{
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dev = g_slist_nth_data (context->input_devices, j);
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if (!dev->is_down)
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break;
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}
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dev->x = event->points[i].x;
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dev->y = event->points[i].y;
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2008-07-02 13:44:53 +00:00
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g_assert (dev->is_down == FALSE);
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2008-06-23 09:55:42 +00:00
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dev->is_down = TRUE;
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mapped[j] = true;
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// MOUSEDOWN
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/* NSLog(@"MouseDown: %d, pos: %d, %d", j, event->points[i].x, dev->x, dev->y); */
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evs[j] = 2;
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}
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}
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2008-07-02 13:44:53 +00:00
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for (j = 0; j < MAX_FINGERS; j++)
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2008-06-23 09:55:42 +00:00
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{
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ClutterFruityFingerDevice *dev;
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dev = g_slist_nth_data (context->input_devices, j);
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if (dev->is_down && !mapped[j])
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{
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// MOUSEUP
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/* NSLog(@"MouseUp: %d, pos: %d, %d", j, dev->x, dev->y); */
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evs[j] = 1;
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dev->is_down = FALSE;
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}
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}
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/* Now I guess go through device list and deliver an event for each
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* if valid and devliver if so...
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*/
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{
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i = 0;
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GSList *list_it;
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for (list_it = context->input_devices;
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list_it != NULL;
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list_it = list_it->next)
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{
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ClutterFruityFingerDevice *dev = (ClutterFruityFingerDevice *)list_it->data;
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if (evs[i] > 0)
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{
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ClutterEvent *cev;
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if (evs[i] == 1)
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{
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cev = clutter_event_new (CLUTTER_BUTTON_RELEASE);
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cev->button.device = (ClutterInputDevice *)dev;
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cev->button.x = dev->x;
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cev->button.y = dev->y;
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cev->button.button = 1;
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cev->button.time = clutter_get_timestamp () / 1000;
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cev->any.stage = stage;
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clutter_do_event (cev);
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clutter_event_free (cev);
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}
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else if (evs[i] == 2)
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{
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cev = clutter_event_new (CLUTTER_BUTTON_PRESS);
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cev->button.device = (ClutterInputDevice *)dev;
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cev->button.x = dev->x;
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cev->button.y = dev->y;
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cev->button.button = 1;
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cev->button.time = clutter_get_timestamp () / 1000;
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cev->any.stage = stage;
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clutter_do_event (cev);
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clutter_event_free (cev);
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}
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else /* evs = 3, motion */
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{
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cev = clutter_event_new (CLUTTER_MOTION);
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cev->motion.device = (ClutterInputDevice *)dev;
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cev->motion.x = dev->x;
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cev->motion.y = dev->y;
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cev->motion.time = clutter_get_timestamp () / 1000;
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cev->any.stage = stage;
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clutter_do_event (cev);
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clutter_event_free (cev);
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}
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}
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i++;
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}
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}
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}
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2008-07-02 13:44:53 +00:00
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#if 0 // old style
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2008-04-25 13:37:36 +00:00
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- (void) mouseDown:(GSEvent*)event
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{
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CGPoint location= GSEventGetLocationInWindow(event);
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ClutterBackendEGL *backend_fruity = CLUTTER_BACKEND_EGL (clutter_get_default_backend());
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ClutterStage *stage = CLUTTER_STAGE_EGL(backend_fruity->stage)->wrapper;
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ClutterEvent *cev;
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float x = location.x;
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float y = location.y;
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cev = clutter_event_new (CLUTTER_BUTTON_PRESS);
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cev->button.x = x;
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cev->button.y = y;
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cev->button.button = 1;
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cev->button.time = clutter_get_timestamp () / 1000;
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cev->any.stage = stage;
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clutter_do_event (cev);
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clutter_event_free (cev);
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}
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- (void) mouseUp:(GSEvent*)event
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{
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ClutterEvent *cev;
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ClutterBackendEGL *backend_fruity = CLUTTER_BACKEND_EGL (clutter_get_default_backend());
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ClutterStage *stage = CLUTTER_STAGE_EGL(backend_fruity->stage)->wrapper;
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CGPoint location= GSEventGetLocationInWindow(event);
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float x = location.x;
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float y = location.y;
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cev = clutter_event_new (CLUTTER_BUTTON_RELEASE);
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cev->button.x = x;
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cev->button.y = y;
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cev->button.button = 1;
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cev->button.time = clutter_get_timestamp () / 1000;
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cev->any.stage = stage;
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clutter_do_event (cev);
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clutter_event_free (cev);
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}
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- (void) mouseDragged:(GSEvent*)event
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{
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ClutterEvent *cev;
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ClutterBackendEGL *backend_fruity = CLUTTER_BACKEND_EGL (clutter_get_default_backend());
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ClutterStage *stage = CLUTTER_STAGE_EGL(backend_fruity->stage)->wrapper;
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CGPoint location= GSEventGetLocationInWindow(event);
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float x = location.x;
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float y = location.y;
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cev = clutter_event_new (CLUTTER_MOTION);
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cev->motion.x = x;
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cev->motion.y = y;
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cev->motion.time = clutter_get_timestamp () / 1000;
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cev->any.stage = stage;
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clutter_do_event (cev);
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clutter_event_free (cev);
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}
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2008-06-23 09:55:42 +00:00
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#endif
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/* New... */
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2008-07-02 13:44:53 +00:00
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#if 0
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2008-06-23 09:55:42 +00:00
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- (void)gestureChanged:(GSEvent*)event {
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2008-07-02 13:44:53 +00:00
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NSLog(@"gestureChanged:");
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2008-06-23 09:55:42 +00:00
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[self doEvent: event];
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}
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- (void)gestureEnded:(GSEvent*)event {
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2008-07-02 13:44:53 +00:00
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NSLog(@"gestureEnded:");
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2008-06-23 09:55:42 +00:00
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[self doEvent: event];
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}
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- (void)gestureStarted:(GSEvent*)event {
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/*NSLog(@"gestureStarted:");*/
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[self doEvent: event];
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}
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2008-07-02 13:44:53 +00:00
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#endif
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2008-06-23 09:55:42 +00:00
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- (void)mouseDown:(GSEvent*)event {
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/*NSLog(@"mouseDown:");*/
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[self doEvent: event];
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}
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- (void)mouseDragged:(GSEvent*)event {
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/*NSLog(@"mouseDragged:");*/
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[self doEvent: event];
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}
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- (void)mouseEntered:(GSEvent*)event {
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/*NSLog(@"mouseEntered:");*/
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[self doEvent: event];
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}
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- (void)mouseExited:(GSEvent*)event {
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/*NSLog(@"mouseExited:");*/
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[self doEvent: event];
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}
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- (void)mouseMoved:(GSEvent*)event {
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/*NSLog(@"mouseMoved:");*/
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[self doEvent: event];
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}
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- (void)mouseUp:(GSEvent*)event {
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/*NSLog(@"mouseUp:");*/
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[self doEvent: event];
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}
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- (void)view:(UIView *)view handleTapWithCount:(int)count event:(GSEvent *)event {
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/*NSLog(@"handleTapWithCount: %d", count);*/
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[self doEvent: event];
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}
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- (double)viewTouchPauseThreshold:(UIView *)view {
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return 0.5;
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}
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- (BOOL)isFirstResponder {
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return YES;
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}
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2008-04-25 13:37:36 +00:00
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@end
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@interface ClutterUIKit : UIApplication
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{
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StageView *stage_view;
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}
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@end
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@implementation ClutterUIKit
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- (void) applicationDidFinishLaunching: (id) unused
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{
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NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
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[UIHardware _setStatusBarHeight:0.0f];
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|
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|
[self setStatusBarMode:2 orientation:0 duration:0.0f fenceID:0];
|
|
|
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|
|
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|
CGRect screenRect = [UIHardware fullScreenApplicationContentRect];
|
|
|
|
UIWindow* window = [[UIWindow alloc] initWithContentRect: screenRect];
|
|
|
|
|
|
|
|
[window orderFront: self];
|
|
|
|
[window makeKey: self];
|
|
|
|
[window _setHidden: NO];
|
|
|
|
|
|
|
|
[NSTimer
|
|
|
|
scheduledTimerWithTimeInterval:0.0025
|
|
|
|
target: self
|
|
|
|
selector: @selector(update)
|
|
|
|
userInfo: nil
|
|
|
|
repeats: YES
|
|
|
|
];
|
|
|
|
|
|
|
|
StageView *stageView = [StageView alloc];
|
|
|
|
[stageView initWithFrame: screenRect];
|
|
|
|
[window setContentView: stageView];
|
|
|
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|
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|
|
stage_view = stageView;
|
|
|
|
|
|
|
|
[pool release];
|
|
|
|
}
|
|
|
|
|
|
|
|
- (void)applicationWillTerminate
|
|
|
|
{
|
|
|
|
/* FIXME: here we should do things to shut down the uikit application */
|
|
|
|
[stage_view release];
|
|
|
|
ClutterBackendEGL *backend_fruity = CLUTTER_BACKEND_EGL (clutter_get_default_backend());
|
|
|
|
ClutterStageEGL *stage_fruity;
|
|
|
|
stage_fruity = CLUTTER_STAGE_EGL(backend_fruity->stage);
|
|
|
|
|
|
|
|
alive = FALSE;
|
Enforce invariants on mapped, realized, visibility states
Bug 1138 - No trackable "mapped" state
* Add a VISIBLE flag tracking application programmer's
expected showing-state for the actor, allowing us to
always ensure we keep what the app wants while tracking
internal implementation state separately.
* Make MAPPED reflect whether the actor will be painted;
add notification on a ClutterActor::mapped property.
Keep MAPPED state updated as the actor is shown,
ancestors are shown, actor is reparented, etc.
* Require a stage and realized parents to realize; this means
at realization time the correct window system and GL resources
are known. But unparented actors can no longer be realized.
* Allow children to be unrealized even if parent is realized.
Otherwise in effect either all actors or no actors are realized,
i.e. it becomes a stage-global flag.
* Allow clutter_actor_realize() to "fail" if not inside a toplevel
* Rework clutter_actor_unrealize() so internally we have
a flavor that does not mess with visibility flag
* Add _clutter_actor_rerealize() to encapsulate a somewhat
tricky operation we were doing in a couple of places
* Do not realize/unrealize children in ClutterGroup,
ClutterActor already does it
* Do not realize impl by hand in clutter_stage_show(),
since showing impl already does that
* Do not unrealize in various dispose() methods, since
ClutterActor dispose implementation already does it
and chaining up is mandatory
* ClutterTexture uses COGL while unrealizable (before it's
added to a stage). Previously this breakage was affecting
ClutterActor because we had to allow realize outside
a stage. Move the breakage to ClutterTexture, by making
ClutterTexture just use COGL while not realized.
* Unrealize before we set parent to NULL in clutter_actor_unparent().
This means unrealize() implementations can get to the stage.
Because actors need the stage in order to detach from stage.
* Update clutter-actor-invariants.txt to reflect latest changes
* Remove explicit hide/unrealize from ClutterActor::dispose since
unparent already forces those
Instead just assert that unparent() occurred and did the right thing.
* Check whether parent implements unrealize before chaining up
Needed because ClutterGroup no longer has to implement unrealize.
* Perform unrealize in the default handler for the signal.
This allows non-containers that have children to work properly,
and allows containers to override how it's done.
* Add map/unmap virtual methods and set MAPPED flag on self and
children in there. This allows subclasses to hook map/unmap.
These are not signals, because notify::mapped is better for
anything it's legitimate for a non-subclass to do.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-04-02 13:16:43 +00:00
|
|
|
/* FIXME why is this unrealize here? is the intent to destroy the stage?
|
|
|
|
* or hide it? Trying to clean up all manual unrealization so
|
|
|
|
* clutter_actor_unrealize() can be made private to clutter-actor.c
|
|
|
|
*/
|
2008-04-25 13:37:36 +00:00
|
|
|
clutter_actor_unrealize (CLUTTER_ACTOR (stage_fruity));
|
|
|
|
clutter_main_quit ();
|
|
|
|
}
|
|
|
|
|
|
|
|
- (void)applicationWillSuspend
|
|
|
|
{
|
|
|
|
ClutterBackendEGL *backend_fruity = CLUTTER_BACKEND_EGL (clutter_get_default_backend());
|
|
|
|
ClutterStageEGL *stage_fruity;
|
|
|
|
stage_fruity = CLUTTER_STAGE_EGL(backend_fruity->stage);
|
|
|
|
alive = FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
- (void)applicationDidResumeFromUnderLock
|
|
|
|
{
|
|
|
|
alive = TRUE;
|
|
|
|
[stage_view setNeedsDisplay];
|
|
|
|
}
|
|
|
|
|
|
|
|
- (void) update
|
|
|
|
{
|
|
|
|
if (alive && g_main_context_pending (NULL))
|
|
|
|
g_main_context_iteration (NULL, FALSE);
|
|
|
|
}
|
|
|
|
|
2008-07-02 13:44:53 +00:00
|
|
|
- (id)initWithFrame:(struct CGRect)frame {
|
|
|
|
[super initWithFrame: frame];
|
|
|
|
[super setTapDelegate: self];
|
|
|
|
[super setGestureDelegate: self];
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
|
2008-04-25 13:37:36 +00:00
|
|
|
@end
|
|
|
|
|
|
|
|
void clutter_fruity_main (void)
|
|
|
|
{
|
|
|
|
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
|
|
|
|
UIApplicationMain(0, NULL, [ClutterUIKit class]);
|
|
|
|
[pool release];
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|