95 lines
3.6 KiB
Swift
95 lines
3.6 KiB
Swift
/**
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* Copyright (c) 2019 Razeware LLC
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*
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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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*
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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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*
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* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
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* distribute, sublicense, create a derivative work, and/or sell copies of the
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* Software in any work that is designed, intended, or marketed for pedagogical or
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* instructional purposes related to programming, coding, application development,
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* or information technology. Permission for such use, copying, modification,
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* merger, publication, distribution, sublicensing, creation of derivative works,
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* or sale is expressly withheld.
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*
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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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import MetalKit
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class GameView: MTKView {
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var inputController: InputController?
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var motionController = MotionController()
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@IBOutlet weak var acceleratorView: UIView!
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var isTouched = false
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}
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extension GameView {
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override func didMoveToWindow() {
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super.didMoveToWindow()
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motionController.motionClosure = {
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motion, error in
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guard let motion = motion else { return }
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let gravityAngle = atan2(motion.gravity.y, motion.gravity.x)
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let sign: Float = abs(gravityAngle) <= 1 ? -1 : 1
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let sensitivity: Float = 60
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self.inputController?.currentTurnSpeed = sign * Float(motion.attitude.pitch) * sensitivity
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self.inputController?.currentPitch = sign * Float(motion.attitude.pitch)
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}
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motionController.setupCoreMotion()
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}
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override func touchesBegan(_ touches: Set<UITouch>,
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with event: UIEvent?) {
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// only process touch in accelerator view
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if let location = touches.first?.location(in: acceleratorView) {
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if location.x >= 0 && location.y >= 0 &&
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location.x < acceleratorView.bounds.width &&
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location.y < acceleratorView.bounds.height {
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isTouched = true
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inputController?.processEvent(touches: touches, state: .began, event: event)
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}
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}
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super.touchesBegan(touches, with: event)
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}
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override func touchesMoved(_ touches: Set<UITouch>,
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with event: UIEvent?) {
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if isTouched {
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inputController?.processEvent(touches: touches, state: .moved, event: event)
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}
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super.touchesMoved(touches, with: event)
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}
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override func touchesEnded(_ touches: Set<UITouch>,
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with event: UIEvent?) {
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if isTouched {
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inputController?.processEvent(touches: touches, state: .ended, event: event)
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}
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isTouched = false
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super.touchesEnded(touches, with: event)
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}
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override func touchesCancelled(_ touches: Set<UITouch>,
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with event: UIEvent?) {
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isTouched = false
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super.touchesCancelled(touches, with: event)
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}
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}
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