mirror of https://github.com/axmolengine/axmol.git
177 lines
5.2 KiB
C++
177 lines
5.2 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __AX_TOUCH_H__
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#define __AX_TOUCH_H__
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#include "base/Object.h"
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#include "math/Math.h"
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NS_AX_BEGIN
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/**
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* @addtogroup base
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* @{
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*/
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/** @class Touch
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* @brief Encapsulates the Touch information, such as touch point, id and so on,
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and provides the methods that commonly used.
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*/
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class AX_DLL Touch : public Object
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{
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public:
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/**
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* Dispatch mode, how the touches are dispatched.
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* @js NA
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*/
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enum class DispatchMode
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{
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ALL_AT_ONCE, /** All at once. */
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ONE_BY_ONE, /** One by one. */
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};
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/** Constructor.
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* @js ctor
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*/
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Touch() : _id(0), _startPointCaptured(false), _curForce(0.f), _maxForce(0.f) {}
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/** Returns the current touch location in OpenGL coordinates.
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*
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* @return The current touch location in OpenGL coordinates.
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*/
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Vec2 getLocation() const;
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/** Returns the previous touch location in OpenGL coordinates.
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*
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* @return The previous touch location in OpenGL coordinates.
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*/
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Vec2 getPreviousLocation() const;
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/** Returns the start touch location in OpenGL coordinates.
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*
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* @return The start touch location in OpenGL coordinates.
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*/
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Vec2 getStartLocation() const;
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/** Returns the delta of 2 current touches locations in screen coordinates.
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*
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* @return The delta of 2 current touches locations in screen coordinates.
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*/
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Vec2 getDelta() const;
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/** Returns the current touch location in screen coordinates.
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*
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* @return The current touch location in screen coordinates.
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*/
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Vec2 getLocationInView() const;
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/** Returns the previous touch location in screen coordinates.
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*
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* @return The previous touch location in screen coordinates.
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*/
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Vec2 getPreviousLocationInView() const;
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/** Returns the start touch location in screen coordinates.
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*
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* @return The start touch location in screen coordinates.
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*/
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Vec2 getStartLocationInView() const;
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/** Set the touch information. It always used to monitor touch event.
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*
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* @param id A given id
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* @param x A given x coordinate.
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* @param y A given y coordinate.
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*/
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void setTouchInfo(int id, float x, float y)
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{
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_id = id;
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_prevPoint = _point;
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_point.x = x;
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_point.y = y;
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_curForce = 0.0f;
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_maxForce = 0.0f;
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if (!_startPointCaptured)
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{
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_startPoint = _point;
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_startPointCaptured = true;
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_prevPoint = _point;
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}
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}
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/** Set the touch information. It always used to monitor touch event.
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*
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* @param id A given id
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* @param x A given x coordinate.
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* @param y A given y coordinate.
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* @param force Current force for 3d touch.
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* @param maxForce maximum possible force for 3d touch.
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*/
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void setTouchInfo(int id, float x, float y, float force, float maxForce)
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{
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_id = id;
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_prevPoint = _point;
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_point.x = x;
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_point.y = y;
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_curForce = force;
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_maxForce = maxForce;
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if (!_startPointCaptured)
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{
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_startPoint = _point;
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_startPointCaptured = true;
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_prevPoint = _point;
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}
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}
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/** Get touch id.
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* @js getId
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* @lua getId
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*
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* @return The id of touch.
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*/
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int getID() const { return _id; }
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/** Returns the current touch force for 3d touch.
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*
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* @return The current touch force for 3d touch.
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*/
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float getCurrentForce() const;
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/** Returns the maximum touch force for 3d touch.
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*
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* @return The maximum touch force for 3d touch.
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*/
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float getMaxForce() const;
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private:
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int _id;
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bool _startPointCaptured;
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Vec2 _startPoint;
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Vec2 _point;
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Vec2 _prevPoint;
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float _curForce;
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float _maxForce;
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};
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// end of base group
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/// @}
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NS_AX_END
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#endif // __PLATFORM_TOUCH_H__
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