/* The zlib/libpng License Copyright (c) 2005-2007 Phillip Castaneda (pjcast -- www.wreckedgames.com) This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef OIS_MultiTouch_H #define OIS_MultiTouch_H #include "OISObject.h" #include "OISEvents.h" #include #include #define OIS_MAX_NUM_TOUCHES 4 // 4 finger touches are probably the highest we'll ever get namespace OIS { /** Represents the state of the multi-touch device All members are valid for both buffered and non buffered mode */ //! Touch Event type enum MultiTypeEventTypeID { MT_None = 0, MT_Pressed, MT_Released, MT_Moved, MT_Cancelled }; class _OISExport MultiTouchState { public: MultiTouchState() : width(50), height(50), touchType(MT_None) {}; /** Represents the height/width of your display area.. used if touch clipping or touch grabbed in case of X11 - defaults to 50.. Make sure to set this and change when your size changes.. */ mutable int width, height; //! X Axis component Axis X; //! Y Axis Component Axis Y; //! Z Axis Component Axis Z; int touchType; inline bool touchIsType( MultiTypeEventTypeID touch ) const { return ((touchType & ( 1L << touch )) == 0) ? false : true; } //! Clear all the values void clear() { X.clear(); Y.clear(); Z.clear(); touchType = MT_None; } }; /** Specialised for multi-touch events */ class _OISExport MultiTouchEvent : public EventArg { public: MultiTouchEvent( Object *obj, const MultiTouchState &ms ) : EventArg(obj), state(ms) {} virtual ~MultiTouchEvent() {} //! The state of the touch - including axes const MultiTouchState &state; }; /** To receive buffered touch input, derive a class from this, and implement the methods here. Then set the call back to your MultiTouch instance with MultiTouch::setEventCallback */ class _OISExport MultiTouchListener { public: virtual ~MultiTouchListener() {} virtual bool touchMoved( const MultiTouchEvent &arg ) = 0; virtual bool touchPressed( const MultiTouchEvent &arg ) = 0; virtual bool touchReleased( const MultiTouchEvent &arg ) = 0; virtual bool touchCancelled( const MultiTouchEvent &arg ) = 0; }; /** MultiTouch base class. To be implemented by specific system (ie. iPhone UITouch) This class is useful as you remain OS independent using this common interface. */ class _OISExport MultiTouch : public Object { public: virtual ~MultiTouch() {} /** @remarks Register/unregister a MultiTouch Listener - Only one allowed for simplicity. If broadcasting is necessary, just broadcast from the callback you registered. @param touchListener Send a pointer to a class derived from MultiTouchListener or 0 to clear the callback */ virtual void setEventCallback( MultiTouchListener *touchListener ) {mListener = touchListener;} /** @remarks Returns currently set callback.. or 0 */ MultiTouchListener* getEventCallback() {return mListener;} /** @remarks Clear out the set of input states. Should be called after input has been processed by the application */ void clearStates(void) { mStates.clear(); } /** @remarks Returns the state of the touch - is valid for both buffered and non buffered mode */ std::vector getMultiTouchStates() const { return mStates; } /** @remarks Returns the first n touch states. Useful if you know your app only needs to process n touches. The return value is a vector to allow random access */ const std::vector getFirstNTouchStates(int n) { std::vector states; for( unsigned int i = 0; i < mStates.size(); i++ ) { if(!(mStates[i].touchIsType(MT_None))) { states.push_back(mStates[i]); } } return states; } /** @remarks Returns the first n touch states. Useful if you know your app only needs to process n touches. The return value is a vector to allow random access */ const std::vector getMultiTouchStatesOfType(MultiTypeEventTypeID type) { std::vector states; for( unsigned int i = 0; i < mStates.size(); i++ ) { if(mStates[i].touchIsType(type)) { states.push_back(mStates[i]); } } return states; } protected: MultiTouch(const std::string &vendor, bool buffered, int devID, InputManager* creator) : Object(vendor, OISMultiTouch, buffered, devID, creator), mListener(0) {} //! The state of the touch device, implemented in a vector to store the state from each finger touch std::vector mStates; //! Used for buffered/actionmapping callback MultiTouchListener *mListener; }; } #endif