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https://github.com/id-Software/DOOM-iOS.git
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The DOOM Classic for iPhone 1.0 source as released on November 3, 2009
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354
code/iphone/EAGLView.m
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354
code/iphone/EAGLView.m
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//
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// EAGLView.m
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// Doom
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//
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// Created by Cass Everitt on 2/20/09.
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// Copyright Id Software 2009. All rights reserved.
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//
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/*
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Copyright (C) 2009 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#import <QuartzCore/QuartzCore.h>
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#import <OpenGLES/EAGLDrawable.h>
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#import "EAGLView.h"
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#import "doomAppDelegate.h"
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#include "doomiphone.h"
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#include <pthread.h>
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EAGLView *eaglview;
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EAGLContext *context;
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@implementation EAGLView
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// You must implement this method
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+ (Class)layerClass {
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return [CAEAGLLayer class];
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}
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CAEAGLLayer *eaglLayer;
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//The GL view is stored in the nib file. When it's unarchived it's sent -initWithCoder:
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- (id)initWithCoder:(NSCoder*)coder {
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self = [super initWithCoder:coder];
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eaglview = self;
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// allow multiple touch events
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self.multipleTouchEnabled = true;
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// Get the layer
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eaglLayer = (CAEAGLLayer *)self.layer;
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// set opaque so UIKit doesn't try to blend it over other layers
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eaglLayer.opaque = YES;
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// set it to no-backing-retained so it can do ast pageflips instead
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// of update copies, and go to 565 bit depth for higher performance.
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eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
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[NSNumber numberWithBool:NO],
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kEAGLDrawablePropertyRetainedBacking,
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kEAGLColorFormatRGB565,
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/* kEAGLColorFormatRGBA8, */
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kEAGLDrawablePropertyColorFormat,
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nil];
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context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
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assert( context );
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if ( ![EAGLContext setCurrentContext:context]) {
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[self release];
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return nil;
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}
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glGenFramebuffersOES(1, &viewFramebuffer);
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glGenRenderbuffersOES(1, &viewRenderbuffer);
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
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glGenRenderbuffersOES(1, &depthRenderbuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
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glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
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if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
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NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
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}
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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return self;
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}
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- (void) handleTouches:(UIEvent*)event {
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int touchCount = 0;
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static int previousTouchCount;
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static int touchRover;
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int touchThisSequence[MAX_TOUCHES];
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memset( touchThisSequence, 0, sizeof( touchThisSequence ) );
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NSSet *touches = [event allTouches];
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// printf( "count: %i\n", [touches count] );
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// lock the game out temporarily
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pthread_mutex_lock( &eventMutex );
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for (UITouch *myTouch in touches)
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{
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CGPoint touchLocation = [myTouch locationInView:nil];
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// handle landscape mode and flipping
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int x, y;
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if ( revLand->value ) {
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x = touchLocation.y;
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y = 319 - touchLocation.x;
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} else {
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x = 479 - touchLocation.y;
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y = touchLocation.x;
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}
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// printf( "%i, %i\n", x, y );
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touchCount++;
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touch_t *t2;
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// find which one it is closest to
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int minDist = 64 * 64; // allow up to 64 unit moves to be drags
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int minIndex = -1;
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for ( int i = 0 ; i < MAX_TOUCHES ; i++ ) {
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t2 = &sysTouches[i];
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if ( !t2->down ) {
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continue;
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}
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int dist = ( t2->x - x ) * ( t2->x - x ) + ( t2->y - y ) * ( t2->y - y );
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if ( dist < minDist ) {
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minDist = dist;
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minIndex = i;
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}
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}
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if ( minIndex != -1 ) {
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// reuse a touch
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sysTouches[minIndex].x = x;
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sysTouches[minIndex].y = y;
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if (myTouch.phase == UITouchPhaseEnded) {
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// if this was released before the game got to see it,
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// make it a special case
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if ( sysTouches[minIndex].stateCount == 1 ) {
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// leave it in the down state with a special count
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sysTouches[minIndex].stateCount = -1;
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// printf( "Tap release touch on a reuse\n" );
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} else {
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sysTouches[minIndex].down = false;
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sysTouches[minIndex].stateCount = 1;
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// printf( "Release touch on a reuse\n" );
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}
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} else {
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if (myTouch.phase == UITouchPhaseBegan) {
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sysTouches[minIndex].stateCount = 1;
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sysTouches[minIndex].controlOwner = NULL;
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// printf( "Begin touch on a reuse\n" );
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} else {
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// printf( "Drag touch on a reuse\n" );
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}
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sysTouches[minIndex].down = true;
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}
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touchThisSequence[minIndex] = true;
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} else {
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if ( myTouch.phase != UITouchPhaseBegan ) {
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printf( "Non-local touch wasn't a begin\n" );
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} else {
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// allocate a new one
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// grab the next rover spot
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// don't just use first-not-down, because that might
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// cause the release to be missed by the game code.
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int i, j;
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for ( j = 0 ; j < MAX_TOUCHES ; j++ ) {
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i = touchRover;
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t2 = &sysTouches[i];
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touchRover = ( touchRover + 1 ) % MAX_TOUCHES;
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if ( !t2->down ) {
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break;
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}
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}
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if ( j == MAX_TOUCHES ) {
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printf( "MAX_TOUCHES, clearing everything!\n" );
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memset( sysTouches, 0, sizeof( sysTouches ) );
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continue;
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}
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// printf( "new touch down\n" );
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t2->x = x;
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t2->y = y;
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t2->down = true;
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t2->controlOwner = NULL;
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t2->stateCount = 1;
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touchThisSequence[i] = true;
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}
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}
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}
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// Change any active touches to released if they weren't
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// in the touch set. This will happen if we forced a break because
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// a "moved" event was so large that it was very likely a release and
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// press of a different finger that happened to be in the same frame.
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for ( int i = 0 ; i < MAX_TOUCHES ; i++ ) {
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if ( sysTouches[i].down && !touchThisSequence[i] ) {
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printf( "clearing touch %i\n", i );
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sysTouches[i].down = false;
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sysTouches[i].stateCount = 0;
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touchCount--;
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}
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}
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// toggle the console with four touches
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if ( touchCount == 4 && previousTouchCount != 4 ) {
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touchCount = 0; // won't get the releases, because the text field will eat them
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if ( textField == nil ) {
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// do this before starting the textField, which
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// takes a long time
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// iphoneActivateConsole();
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textField = [UITextField alloc];
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[textField initWithFrame:CGRectMake( 0, 0, 20, 20 ) ];
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[self addSubview:textField];
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[textField release];
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textField.hidden = true;
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textField.delegate = self;
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textField.autocapitalizationType = UITextAutocapitalizationTypeNone;
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textField.autocorrectionType = UITextAutocorrectionTypeNo;
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[textField becomeFirstResponder];
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} else {
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}
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}
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// the game is free to copy the touches now
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pthread_mutex_unlock( &eventMutex );
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previousTouchCount = touchCount;
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}
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- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
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// printf( "touchesBegan\n" );
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[self handleTouches:event];
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}
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- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
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// printf( "touchesMoved\n" );
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[self handleTouches:event];
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}
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- (void) touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
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// printf( "touchesEnded\n" );
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[self handleTouches:event];
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}
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- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
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// printf( "touchesCancelled\n" );
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[self handleTouches:event];
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}
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@end
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@implementation EAGLView (UITextFieldDelegate)
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char consoleCommand[1024];
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- (BOOL)textFieldShouldReturn:(UITextField *)_textField
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{
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if ( eaglview->textField == nil ) {
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return YES;
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}
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// we can't just execute this, because we are running in another
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// thread, so fetch the line and the game will catch it next time
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// around
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// lock the game out temporarily
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pthread_mutex_lock( &eventMutex );
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const char *line = [ eaglview->textField.text UTF8String ];
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strncpy( consoleCommand, line, sizeof(consoleCommand)-1 );
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eaglview->textField.text = [ NSString stringWithUTF8String: "" ];
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// put it away
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[textField resignFirstResponder];
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[textField removeFromSuperview];
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textField = nil;
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// lock the game out temporarily
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pthread_mutex_unlock( &eventMutex );
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return YES;
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}
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@end
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const char * SysIPhoneGetConsoleTextField() {
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if ( eaglview->textField == nil ) {
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return "";
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}
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return [ eaglview->textField.text UTF8String ];
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}
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void SysIPhoneSetConsoleTextField( const char * str) {
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assert( eaglview->textField != nil );
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eaglview->textField.text = [ NSString stringWithUTF8String: str ];
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}
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void SysIPhoneSwapBuffers() {
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[context presentRenderbuffer:GL_RENDERBUFFER_OES];
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}
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void SysIPhoneOpenURL( const char *url ) {
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Com_Printf( "OpenURL char *: %s\n", url );
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NSString *nss = [NSString stringWithCString: url encoding: NSASCIIStringEncoding];
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[[UIApplication sharedApplication] openURL:[NSURL URLWithString: nss]];
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}
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void SysIPhoneSetUIKitOrientation( int isLandscapeRight ) {
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if ( isLandscapeRight ) {
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[UIApplication sharedApplication].statusBarOrientation = UIInterfaceOrientationLandscapeRight;
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} else {
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[UIApplication sharedApplication].statusBarOrientation = UIInterfaceOrientationLandscapeLeft;
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}
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}
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