/** * Copyright (c) 2019 Razeware LLC * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * Notwithstanding the foregoing, you may not use, copy, modify, merge, publish, * distribute, sublicense, create a derivative work, and/or sell copies of the * Software in any work that is designed, intended, or marketed for pedagogical or * instructional purposes related to programming, coding, application development, * or information technology. Permission for such use, copying, modification, * merger, publication, distribution, sublicensing, creation of derivative works, * or sale is expressly withheld. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ import MetalKit class GameView: MTKView { var inputController: InputController? var motionController = MotionController() @IBOutlet weak var acceleratorView: UIView! var isTouched = false } extension GameView { override func didMoveToWindow() { super.didMoveToWindow() motionController.motionClosure = { motion, error in guard let motion = motion else { return } let gravityAngle = atan2(motion.gravity.y, motion.gravity.x) let sign: Float = abs(gravityAngle) <= 1 ? -1 : 1 let sensitivity: Float = 60 self.inputController?.currentTurnSpeed = sign * Float(motion.attitude.pitch) * sensitivity self.inputController?.currentPitch = sign * Float(motion.attitude.pitch) } motionController.setupCoreMotion() } override func touchesBegan(_ touches: Set, with event: UIEvent?) { // only process touch in accelerator view if let location = touches.first?.location(in: acceleratorView) { if location.x >= 0 && location.y >= 0 && location.x < acceleratorView.bounds.width && location.y < acceleratorView.bounds.height { isTouched = true inputController?.processEvent(touches: touches, state: .began, event: event) } } super.touchesBegan(touches, with: event) } override func touchesMoved(_ touches: Set, with event: UIEvent?) { if isTouched { inputController?.processEvent(touches: touches, state: .moved, event: event) } super.touchesMoved(touches, with: event) } override func touchesEnded(_ touches: Set, with event: UIEvent?) { if isTouched { inputController?.processEvent(touches: touches, state: .ended, event: event) } isTouched = false super.touchesEnded(touches, with: event) } override func touchesCancelled(_ touches: Set, with event: UIEvent?) { isTouched = false super.touchesCancelled(touches, with: event) } }