note description: "Manage Touch device events" author: "Louis Marchand" date: "Fri, 17 Apr 2015 02:32:57 +0000" revision: "2.0" deferred class GAME_TOUCH_DEVICE_EVENTS inherit GAME_EVENTS redefine make end feature {NONE} -- Initialisation make -- Initialization of Current do finger_motion_events_callback := agent (a_timestamp: NATURAL_32; a_touch_id, a_finger_id: INTEGER_64; a_x, a_y, a_x_relative, a_y_relative, a_pressure: REAL_32) do finger_motion_events_dispatcher (a_timestamp, a_touch_id, a_finger_id, a_x, a_y, a_x_relative, a_y_relative, a_pressure) end finger_touched_events_callback := agent (a_timestamp: NATURAL_32; a_touch_id, a_finger_id: INTEGER_64; a_x, a_y, a_x_relative, a_y_relative, a_pressure: REAL_32) do finger_touched_events_dispatcher (a_timestamp, a_touch_id, a_finger_id, a_x, a_y, a_x_relative, a_y_relative, a_pressure) end finger_released_events_callback := agent (a_timestamp: NATURAL_32; a_touch_id, a_finger_id: INTEGER_64; a_x, a_y, a_x_relative, a_y_relative, a_pressure: REAL_32) do finger_released_events_dispatcher (a_timestamp, a_touch_id, a_finger_id, a_x, a_y, a_x_relative, a_y_relative, a_pressure) end fingers_gesture_events_callback := agent (a_timestamp: NATURAL_32; a_touch_id: INTEGER_64; a_fingers_count: NATURAL_16; a_center_x, a_center_y, a_theta, a_distance: REAL_32) do fingers_gesture_events_dispatcher (a_timestamp, a_touch_id, a_fingers_count, a_center_x, a_center_y, a_theta, a_distance) end dollar_gesture_events_callback := agent (a_timestamp: NATURAL_32; a_touch_id: INTEGER_64; a_gesture_id: INTEGER_64; a_fingers_count: NATURAL_32; a_center_x, a_center_y, a_error: REAL_32) do dollar_gesture_events_dispatcher (a_timestamp, a_touch_id, a_gesture_id, a_fingers_count, a_center_x, a_center_y, a_error) end dollar_record_events_callback := agent (a_timestamp: NATURAL_32; a_touch_id, a_gesture_id: INTEGER_64) do dollar_record_events_dispatcher (a_timestamp, a_touch_id, a_gesture_id) end Precursor {GAME_EVENTS} end feature -- Access stop -- Put Current innactive. do is_running := False; events_controller.finger_motion_actions.prune_all (finger_motion_events_callback); events_controller.finger_touched_actions.prune_all (finger_touched_events_callback); events_controller.finger_released_actions.prune_all (finger_released_events_callback); events_controller.fingers_gesture_actions.prune_all (fingers_gesture_events_callback); events_controller.dollar_gesture_actions.prune_all (dollar_gesture_events_callback); events_controller.dollar_record_actions.prune_all (dollar_record_events_callback) end run -- Put Current active. do is_running := False if attached finger_motion_actions_internal then events_controller.finger_motion_actions.extend (finger_motion_events_callback) end if attached finger_touched_actions_internal then events_controller.finger_touched_actions.extend (finger_touched_events_callback) end if attached finger_released_actions_internal then events_controller.finger_released_actions.extend (finger_released_events_callback) end if attached fingers_gesture_actions_internal then events_controller.fingers_gesture_actions.extend (fingers_gesture_events_callback) end if attached dollar_gesture_actions_internal then events_controller.dollar_gesture_actions.extend (dollar_gesture_events_callback) end if attached dollar_record_actions_internal then events_controller.dollar_record_actions.extend (dollar_record_events_callback) end end clear -- Remove all events. local l_was_running: BOOLEAN do l_was_running := is_running if is_running then stop end finger_motion_actions_internal := Void finger_touched_actions_internal := Void finger_released_actions_internal := Void fingers_gesture_actions_internal := Void dollar_gesture_actions_internal := Void dollar_record_actions_internal := Void if l_was_running then run end end finger_motion_actions: ACTION_SEQUENCE [NATURAL_32, GAME_FINGER_EVENT] -- When a finger has been moved on Current, finger_state is used to get finger information require finger_motion_event_enable: events_controller.is_finger_motion_event_enable do if attached finger_motion_actions_internal as la_finger_motion_actions_internal then Result := la_finger_motion_actions_internal else create Result if is_running and not events_controller.finger_motion_actions.has (finger_motion_events_callback) then events_controller.finger_motion_actions.extend (finger_motion_events_callback) end finger_motion_actions_internal := Result end end finger_touched_actions: ACTION_SEQUENCE [NATURAL_32, GAME_FINGER_EVENT] -- When a finger has been pressed on Current, finger_state is used to get finger information require finger_touch_event_enable: events_controller.is_finger_touched_event_enable do if attached finger_touched_actions_internal as la_finger_touched_actions_internal then Result := la_finger_touched_actions_internal else create Result if is_running and not events_controller.finger_touched_actions.has (finger_touched_events_callback) then events_controller.finger_touched_actions.extend (finger_touched_events_callback) end finger_touched_actions_internal := Result end end finger_released_actions: ACTION_SEQUENCE [NATURAL_32, GAME_FINGER_EVENT] -- When a finger has been released on Current, finger_state is used to get finger information require finger_released_event_enable: events_controller.is_finger_released_event_enable do if attached finger_released_actions_internal as la_finger_released_actions_internal then Result := la_finger_released_actions_internal else create Result if is_running and not events_controller.finger_released_actions.has (finger_released_events_callback) then events_controller.finger_released_actions.extend (finger_released_events_callback) end finger_released_actions_internal := Result end end fingers_gesture_actions: ACTION_SEQUENCE [NATURAL_32, GAME_FINGERS_GESTURE] -- When a fingers simple gesture has been performed on Current, -- fingers_gesture is used to get the gesture informations require fingers_gesture_event_enable: events_controller.is_fingers_gesture_event_enable do if attached fingers_gesture_actions_internal as la_fingers_gesture_actions_internal then Result := la_fingers_gesture_actions_internal else create Result if is_running and not events_controller.fingers_gesture_actions.has (fingers_gesture_events_callback) then events_controller.fingers_gesture_actions.extend (fingers_gesture_events_callback) end fingers_gesture_actions_internal := Result end end dollar_gesture_actions: ACTION_SEQUENCE [NATURAL_32, GAME_DOLLAR_GESTURE] -- When a $1 gesture has been performed on Current, -- dollar_gesture is used to get the gesture informations require dollar_gesture_event_enable: events_controller.is_dollar_gesture_event_enable do if attached dollar_gesture_actions_internal as la_dollar_gesture_actions_internal then Result := la_dollar_gesture_actions_internal else create Result if is_running and not events_controller.dollar_gesture_actions.has (dollar_gesture_events_callback) then events_controller.dollar_gesture_actions.extend (dollar_gesture_events_callback) end dollar_gesture_actions_internal := Result end end dollar_record_actions: ACTION_SEQUENCE [NATURAL_32, INTEGER_64] -- When a $1 gesture has been recorded on Current (using record_dollar_gesture), -- template_hash is used to get the hash of the gesture. This hash will be used -- to identified this tempate on future dollar_gesture_actions events require dollar_record_event_enable: events_controller.is_dollar_record_event_enable do if attached dollar_record_actions_internal as la_dollar_record_actions_internal then Result := la_dollar_record_actions_internal else create Result if is_running and not events_controller.dollar_record_actions.has (dollar_record_events_callback) then events_controller.dollar_record_actions.extend (dollar_record_events_callback) end dollar_record_actions_internal := Result end end record_dollar_gesture -- Start a $1 gesture recording. The recording will be finish when a dollar_record_actions event -- will trigger. local l_error: INTEGER_32 do clear_error l_error := {GAME_SDL_EXTERNAL}.sdl_recordgesture (id) manage_error_code (l_error - 1, "Cannot record dollar gesture") end feature {NONE} -- Implementation finger_motion_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_FINGER_EVENT] -- Internal value of the finger_motion_actions lazy evaluated attribute finger_motion_events_callback: PROCEDURE [NATURAL_32, INTEGER_64, INTEGER_64, REAL_32, REAL_32, REAL_32, REAL_32, REAL_32] -- Callback used to register Current in the events_controller for the -- finger_motion_actions ACTION_SEQUENCE finger_motion_events_dispatcher (a_timestamp: NATURAL_32; a_touch_id, a_finger_id: INTEGER_64; a_x, a_y, a_x_relative, a_y_relative, a_pressure: REAL_32) -- The dispatcher receiving event from the finger_motion_events_callback and dispatch them to -- the finger_motion_actions ACTION_SEQUENCE local l_finger_state: GAME_FINGER_EVENT do if a_touch_id = id and then attached finger_motion_actions_internal as la_actions then create l_finger_state.make (a_finger_id, a_x, a_y, a_x_relative, a_y_relative, a_pressure); la_actions.call (a_timestamp, l_finger_state) end end finger_touched_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_FINGER_EVENT] -- Internal value of the finger_touched_actions lazy evaluated attribute finger_touched_events_callback: PROCEDURE [NATURAL_32, INTEGER_64, INTEGER_64, REAL_32, REAL_32, REAL_32, REAL_32, REAL_32] -- Callback used to register Current in the events_controller for the -- finger_touched_actions ACTION_SEQUENCE finger_touched_events_dispatcher (a_timestamp: NATURAL_32; a_touch_id, a_finger_id: INTEGER_64; a_x, a_y, a_x_relative, a_y_relative, a_pressure: REAL_32) -- The dispatcher receiving event from the finger_touched_events_callback and dispatch them to -- the finger_touched_actions ACTION_SEQUENCE local l_finger_state: GAME_FINGER_EVENT do if a_touch_id = id and then attached finger_touched_actions_internal as la_actions then create l_finger_state.make (a_finger_id, a_x, a_y, a_x_relative, a_y_relative, a_pressure); la_actions.call (a_timestamp, l_finger_state) end end finger_released_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_FINGER_EVENT] -- Internal value of the finger_released_actions lazy evaluated attribute finger_released_events_callback: PROCEDURE [NATURAL_32, INTEGER_64, INTEGER_64, REAL_32, REAL_32, REAL_32, REAL_32, REAL_32] -- Callback used to register Current in the events_controller for the -- finger_released_actions ACTION_SEQUENCE finger_released_events_dispatcher (a_timestamp: NATURAL_32; a_touch_id, a_finger_id: INTEGER_64; a_x, a_y, a_x_relative, a_y_relative, a_pressure: REAL_32) -- The dispatcher receiving event from the finger_released_events_callback and dispatch them to -- the finger_released_actions ACTION_SEQUENCE local l_finger_state: GAME_FINGER_EVENT do if a_touch_id = id and then attached finger_released_actions_internal as la_actions then create l_finger_state.make (a_finger_id, a_x, a_y, a_x_relative, a_y_relative, a_pressure); la_actions.call (a_timestamp, l_finger_state) end end fingers_gesture_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_FINGERS_GESTURE] -- Internal value of the fingers_gesture_actions lazy evaluated attribute fingers_gesture_events_callback: PROCEDURE [NATURAL_32, INTEGER_64, NATURAL_16, REAL_32, REAL_32, REAL_32, REAL_32] -- Callback used to register Current in the events_controller for the -- fingers_gesture_actions ACTION_SEQUENCE fingers_gesture_events_dispatcher (a_timestamp: NATURAL_32; a_touch_id: INTEGER_64; a_fingers_count: NATURAL_16; a_center_x, a_center_y, a_theta, a_distance: REAL_32) -- The dispatcher receiving event from the fingers_gesture_events_callback and dispatch them to -- the fingers_gesture_actions ACTION_SEQUENCE local l_fingers_gesture: GAME_FINGERS_GESTURE do if a_touch_id = id and then attached fingers_gesture_actions_internal as la_actions then create l_fingers_gesture.make (a_center_x, a_center_y, a_distance, a_theta, a_fingers_count.to_natural_32); la_actions.call (a_timestamp, l_fingers_gesture) end end dollar_gesture_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, GAME_DOLLAR_GESTURE] -- Internal value of the dollar_gesture_actions lazy evaluated attribute dollar_gesture_events_callback: PROCEDURE [NATURAL_32, INTEGER_64, INTEGER_64, NATURAL_32, REAL_32, REAL_32, REAL_32] -- Callback used to register Current in the events_controller for the -- dollar_gesture_actions ACTION_SEQUENCE dollar_gesture_events_dispatcher (a_timestamp: NATURAL_32; a_touch_id: INTEGER_64; a_gesture_id: INTEGER_64; a_fingers_count: NATURAL_32; a_center_x, a_center_y, a_error: REAL_32) -- The dispatcher receiving event from the dollar_gesture_events_callback and dispatch them to -- the dollar_gesture_actions ACTION_SEQUENCE local l_dollar_gesture: GAME_DOLLAR_GESTURE do if a_touch_id = id and then attached dollar_gesture_actions_internal as la_actions then create l_dollar_gesture.make (a_gesture_id, a_center_x, a_center_y, a_error, a_fingers_count); la_actions.call (a_timestamp, l_dollar_gesture) end end dollar_record_actions_internal: detachable ACTION_SEQUENCE [NATURAL_32, INTEGER_64] -- Internal value of the dollar_record_actions lazy evaluated attribute dollar_record_events_callback: PROCEDURE [NATURAL_32, INTEGER_64, INTEGER_64] -- Callback used to register Current in the events_controller for the -- dollar_record_actions ACTION_SEQUENCE dollar_record_events_dispatcher (a_timestamp: NATURAL_32; a_touch_id, a_gesture_id: INTEGER_64) -- The dispatcher receiving event from the dollar_record_events_callback and dispatch them to -- the dollar_record_actions ACTION_SEQUENCE do if a_touch_id = id and then attached dollar_record_actions_internal as la_actions then la_actions.call (a_timestamp, a_gesture_id) end end id: INTEGER_64 -- Internal event identifier of Current deferred end end -- class GAME_TOUCH_DEVICE_EVENTS
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