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578 lines
18 KiB
Plaintext
578 lines
18 KiB
Plaintext
/*
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===== IMPORTANT =====
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This is sample code demonstrating API, technology or techniques in development.
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Although this sample code has been reviewed for technical accuracy, it is not
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final. Apple is supplying this information to help you plan for the adoption of
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the technologies and programming interfaces described herein. This information
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is subject to change, and software implemented based on this sample code should
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be tested with final operating system software and final documentation. Newer
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versions of this sample code may be provided with future seeds of the API or
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technology. For information about updates to this and other developer
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documentation, view the New & Updated sidebars in subsequent documentation
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seeds.
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=====================
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File: EAGLView.m
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Abstract: Convenience class that wraps the CAEAGLLayer from CoreAnimation into a
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UIView subclass.
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Version: 1.3
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Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc.
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("Apple") in consideration of your agreement to the following terms, and your
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use, installation, modification or redistribution of this Apple software
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constitutes acceptance of these terms. If you do not agree with these terms,
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please do not use, install, modify or redistribute this Apple software.
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In consideration of your agreement to abide by the following terms, and subject
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to these terms, Apple grants you a personal, non-exclusive license, under
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Apple's copyrights in this original Apple software (the "Apple Software"), to
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use, reproduce, modify and redistribute the Apple Software, with or without
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modifications, in source and/or binary forms; provided that if you redistribute
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the Apple Software in its entirety and without modifications, you must retain
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this notice and the following text and disclaimers in all such redistributions
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of the Apple Software.
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Neither the name, trademarks, service marks or logos of Apple Inc. may be used
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to endorse or promote products derived from the Apple Software without specific
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prior written permission from Apple. Except as expressly stated in this notice,
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no other rights or licenses, express or implied, are granted by Apple herein,
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including but not limited to any patent rights that may be infringed by your
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derivative works or by other works in which the Apple Software may be
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incorporated.
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The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO
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WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED
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WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN
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COMBINATION WITH YOUR PRODUCTS.
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IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
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GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR
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DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF
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CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF
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APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Copyright (C) 2008 Apple Inc. All Rights Reserved.
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*/
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#import "platform/ios/CCEAGLView-ios.h"
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#import <QuartzCore/QuartzCore.h>
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#include "scripting/js-bindings/event/EventDispatcher.h"
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#include "platform/ios/OpenGL_Internal-ios.h"
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#include "platform/CCApplication.h"
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#include "base/ccMacros.h"
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#include "ui/edit-box/EditBox.h"
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namespace
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{
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GLenum pixelformat2glenum(NSString* str)
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{
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if ([str isEqualToString:kEAGLColorFormatRGB565])
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return GL_RGB565;
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else
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return GL_RGBA8_OES;
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}
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}
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//CLASS IMPLEMENTATIONS:
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#define MAX_TOUCH_COUNT 10
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@interface CCEAGLView (Private)
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@end
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@implementation CCEAGLView
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+ (Class) layerClass
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{
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return [CAEAGLLayer class];
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}
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+ (id) viewWithFrame:(CGRect)frame pixelFormat:(NSString*)format depthFormat:(GLuint)depth preserveBackbuffer:(BOOL)retained sharegroup:(EAGLSharegroup*)sharegroup multiSampling:(BOOL)multisampling numberOfSamples:(unsigned int)samples
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{
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return [[[self alloc]initWithFrame:frame pixelFormat:format depthFormat:depth preserveBackbuffer:retained sharegroup:sharegroup multiSampling:multisampling numberOfSamples:samples] autorelease];
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}
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- (id) initWithFrame:(CGRect)frame pixelFormat:(NSString*)format depthFormat:(GLuint)depth preserveBackbuffer:(BOOL)retained sharegroup:(EAGLSharegroup*)sharegroup multiSampling:(BOOL)sampling numberOfSamples:(unsigned int)nSamples;
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{
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if((self = [super initWithFrame:frame]))
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{
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_pixelformatString = format;
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_pixelformat = pixelformat2glenum(_pixelformatString);
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_depthFormat = depth;
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// Multisampling doc: https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/WorkingwithEAGLContexts/WorkingwithEAGLContexts.html#//apple_ref/doc/uid/TP40008793-CH103-SW4
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_multisampling = sampling;
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_requestedSamples = nSamples;
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_preserveBackbuffer = retained;
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_sharegroup = sharegroup;
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_isReady = FALSE;
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_needToPreventTouch = FALSE;
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#if GL_EXT_discard_framebuffer == 1
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_discardFramebufferSupported = YES;
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#else
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_discardFramebufferSupported = NO;
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#endif
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self.contentScaleFactor = [[UIScreen mainScreen] scale];
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_touchIds = 0;
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for (int i = 0; i < 10; ++i)
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_touches[i] = nil;
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[self setupGLContext];
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}
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return self;
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}
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- (void) dealloc
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{
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if (_defaultColorBuffer)
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{
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glDeleteRenderbuffers(1, &_defaultColorBuffer);
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_defaultColorBuffer = 0;
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}
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if (_defaultDepthBuffer)
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{
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glDeleteRenderbuffers(1, &_defaultDepthBuffer);
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_defaultDepthBuffer = 0;
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}
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if (_defaultFramebuffer)
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{
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glDeleteFramebuffers(1, &_defaultFramebuffer);
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_defaultFramebuffer = 0;
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}
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if (_msaaColorBuffer)
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{
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glDeleteRenderbuffers(1, &_msaaColorBuffer);
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_msaaColorBuffer = 0;
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}
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if (_msaaDepthBuffer)
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{
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glDeleteRenderbuffers(1, &_msaaDepthBuffer);
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_msaaDepthBuffer = 0;
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}
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if (_msaaFramebuffer)
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{
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glDeleteFramebuffers(1, &_msaaFramebuffer);
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_msaaFramebuffer = 0;
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}
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if ([EAGLContext currentContext] == _context)
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[EAGLContext setCurrentContext:nil];
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if (_context)
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{
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[_context release];
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_context = nil;
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}
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[super dealloc];
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}
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- (void) layoutSubviews
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{
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// On some devices with iOS13, `[_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer]`
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// will return false if lock screen when running application, which make framebuffer in invalid state.
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// FIXME: do binding framebuffer in other place?
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UIApplicationState state = [[UIApplication sharedApplication] applicationState];
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if (state == UIApplicationStateBackground)
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return;
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glBindFramebuffer(GL_FRAMEBUFFER, _defaultFramebuffer);
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if (_defaultColorBuffer)
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{
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glBindRenderbuffer(GL_RENDERBUFFER, _defaultColorBuffer);
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if(! [_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer])
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{
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NSLog(@"failed to call context");
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return;
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}
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}
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int backingWidth = 0;
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int backingHeight = 0;
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
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if (_defaultDepthBuffer)
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{
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glBindRenderbuffer(GL_RENDERBUFFER, _defaultDepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, _depthFormat, backingWidth, backingHeight);
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}
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if (_multisampling)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, _msaaFramebuffer);
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if (_msaaColorBuffer)
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{
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glBindRenderbuffer(GL_RENDERBUFFER, _msaaColorBuffer);
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glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, _requestedSamples, _pixelformat, backingWidth, backingHeight);
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}
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if (_msaaDepthBuffer)
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{
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glBindRenderbuffer(GL_RENDERBUFFER, _msaaDepthBuffer);
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glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, _requestedSamples, _depthFormat, backingWidth, backingHeight);
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}
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}
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else
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{
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glBindRenderbuffer(GL_RENDERBUFFER, _defaultColorBuffer);
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}
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CHECK_GL_ERROR();
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GLenum error;
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if( (error=glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)
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NSLog(@"Failed to make complete framebuffer object 0x%X", error);
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_isReady = TRUE;
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}
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- (BOOL) isReady
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{
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return _isReady;
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}
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-(void) setPreventTouchEvent:(BOOL) flag
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{
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_needToPreventTouch = flag;
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}
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-(EAGLContext*) getContext
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{
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return _context;
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}
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- (void) setupGLContext
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{
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CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
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eaglLayer.opaque = YES;
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eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
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[NSNumber numberWithBool:_preserveBackbuffer], kEAGLDrawablePropertyRetainedBacking,
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_pixelformatString, kEAGLDrawablePropertyColorFormat, nil];
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if(! _sharegroup)
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{
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_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
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if (!_context)
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_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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}
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else
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{
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_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3 sharegroup:_sharegroup];
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if (!_context)
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_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:_sharegroup];
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}
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if (!_context || ![EAGLContext setCurrentContext:_context] )
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{
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NSLog(@"Can not crate GL context.");
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return;
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}
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if (![self createFrameBuffer])
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return;
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if (![self createAndAttachColorBuffer])
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return;
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[self createAndAttachDepthBuffer];
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}
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- (BOOL) createFrameBuffer
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{
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if (!_context)
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return FALSE;
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glGenFramebuffers(1, &_defaultFramebuffer);
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if (0 == _defaultFramebuffer)
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{
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NSLog(@"Can not create default frame buffer.");
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return FALSE;
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}
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if (_multisampling)
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{
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glGenFramebuffers(1, &_msaaFramebuffer);
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if (0 == _msaaFramebuffer)
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{
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NSLog(@"Can not create multi sampling frame buffer");
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_multisampling = FALSE;
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}
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}
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return TRUE;
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}
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- (BOOL) createAndAttachColorBuffer
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{
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if (0 == _defaultFramebuffer)
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return FALSE;
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glBindFramebuffer(GL_FRAMEBUFFER, _defaultFramebuffer);
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glGenRenderbuffers(1, &_defaultColorBuffer);
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if (0 == _defaultColorBuffer)
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{
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NSLog(@"Can not create default color buffer.");
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return FALSE;
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}
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glBindRenderbuffer(GL_RENDERBUFFER, _defaultColorBuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _defaultColorBuffer);
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CHECK_GL_ERROR();
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if (!_multisampling || (0 == _msaaFramebuffer))
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return TRUE;
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glBindFramebuffer(GL_FRAMEBUFFER, _msaaFramebuffer);
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glGenRenderbuffers(1, &_msaaColorBuffer);
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if (0 == _msaaColorBuffer)
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{
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NSLog(@"Can not create multi sampling color buffer.");
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// App can work without multi sampleing.
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return TRUE;
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}
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glBindRenderbuffer(GL_RENDERBUFFER, _msaaColorBuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _msaaColorBuffer);
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CHECK_GL_ERROR();
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return TRUE;
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}
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- (BOOL) createAndAttachDepthBuffer
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{
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if (0 == _defaultFramebuffer || 0 == _depthFormat)
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return FALSE;
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glBindFramebuffer(GL_FRAMEBUFFER, _defaultFramebuffer);
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glGenRenderbuffers(1, &_defaultDepthBuffer);
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if (0 == _defaultDepthBuffer)
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{
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NSLog(@"Can not create default depth buffer.");
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return FALSE;
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}
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glBindRenderbuffer(GL_RENDERBUFFER, _defaultDepthBuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _defaultDepthBuffer);
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CHECK_GL_ERROR();
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if (GL_DEPTH24_STENCIL8_OES == _depthFormat ||
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GL_DEPTH_STENCIL_OES == _depthFormat)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _defaultDepthBuffer);
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CHECK_GL_ERROR();
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if (!_multisampling || (0 == _msaaFramebuffer))
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return TRUE;
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glBindFramebuffer(GL_FRAMEBUFFER, _msaaFramebuffer);
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glGenRenderbuffers(1, &_msaaDepthBuffer);
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if (0 == _msaaDepthBuffer)
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{
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NSLog(@"Can not create multi sampling depth buffer.");
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return TRUE;
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}
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glBindRenderbuffer(GL_RENDERBUFFER, _msaaDepthBuffer);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _msaaDepthBuffer);
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CHECK_GL_ERROR();
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if (GL_DEPTH24_STENCIL8_OES == _depthFormat ||
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GL_DEPTH_STENCIL_OES == _depthFormat)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _msaaDepthBuffer);
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CHECK_GL_ERROR();
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return TRUE;
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}
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- (void) swapBuffers
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{
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// IMPORTANT:
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// - preconditions
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// -> context_ MUST be the OpenGL context
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// -> renderbuffer_ must be the RENDER BUFFER
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if (_multisampling)
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{
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/* Resolve from msaaFramebuffer to resolveFramebuffer */
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//glDisable(GL_SCISSOR_TEST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER_APPLE, _msaaFramebuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER_APPLE, _defaultFramebuffer);
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glResolveMultisampleFramebufferAPPLE();
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}
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CHECK_GL_ERROR();
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if (_discardFramebufferSupported)
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{
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if (_multisampling)
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{
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if (_depthFormat)
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{
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GLenum attachments[] = {GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT};
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glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, attachments);
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}
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else
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{
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GLenum attachments[] = {GL_COLOR_ATTACHMENT0};
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glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 1, attachments);
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}
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}
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else if (_depthFormat)
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{
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// not MSAA
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GLenum attachments[] = { GL_DEPTH_ATTACHMENT};
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glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments);
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}
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CHECK_GL_ERROR();
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}
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glBindRenderbuffer(GL_RENDERBUFFER, _defaultColorBuffer);
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if(![_context presentRenderbuffer:GL_RENDERBUFFER])
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NSLog(@"cocos2d: Failed to swap renderbuffer in %s\n", __FUNCTION__);
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#if COCOS2D_DEBUG
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CHECK_GL_ERROR();
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#endif
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// We can safely re-bind the framebuffer here, since this will be the
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// 1st instruction of the new main loop
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if(_multisampling)
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glBindFramebuffer(GL_FRAMEBUFFER, _msaaFramebuffer);
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}
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// Pass the touches to the superview
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#pragma mark CCEAGLView - Touch Delegate
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namespace
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{
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int getUnusedID(unsigned int& touchIDs)
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{
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int i;
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unsigned int temp = touchIDs;
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for (i = 0; i < 10; i++) {
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if (! (temp & 0x00000001))
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{
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touchIDs |= (1 << i);
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return i;
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}
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temp >>= 1;
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}
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// all bits are used
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return -1;
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}
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void resetTouchID(unsigned int& touchIDs, int index)
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{
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touchIDs &= ((1 << index) ^ 0xffffffff);
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}
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cocos2d::TouchInfo createTouchInfo(int index, UITouch* touch, float contentScaleFactor)
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{
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uint8_t deviceRatio = cocos2d::Application::getInstance()->getDevicePixelRatio();
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// TouchInfo should located in UI coordinate system, not GL pixels
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// It will be converted to display position later in View.convertToLocationInView
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cocos2d::TouchInfo touchInfo;
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touchInfo.index = index;
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touchInfo.x = [touch locationInView: [touch view]].x / deviceRatio;
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touchInfo.y = [touch locationInView: [touch view]].y / deviceRatio;
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return touchInfo;
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}
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void deliverTouch(cocos2d::TouchEvent& touchEvent,
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NSSet* touches,
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UITouch** internalTouches,
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float contentScaleFactor,
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bool reset,
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unsigned int& touchIds)
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{
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for (UITouch *touch in touches)
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{
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for (int i = 0; i < MAX_TOUCH_COUNT; ++i)
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{
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if (touch == internalTouches[i])
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{
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if (reset)
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{
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internalTouches[i] = nil;
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resetTouchID(touchIds, i);
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}
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touchEvent.touches.push_back(createTouchInfo(i, touch, contentScaleFactor));
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}
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}
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}
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if (!touchEvent.touches.empty())
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cocos2d::EventDispatcher::dispatchTouchEvent(touchEvent);
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}
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}
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- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
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{
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// When editbox is editing, should prevent glview to handle touch events.
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|
if (_needToPreventTouch)
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{
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cocos2d::EditBox::complete();
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return;
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}
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|
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cocos2d::TouchEvent touchEvent;
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touchEvent.type = cocos2d::TouchEvent::Type::BEGAN;
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for (UITouch *touch in touches) {
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int index = getUnusedID(_touchIds);
|
|
if (-1 == index)
|
|
return;
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|
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_touches[index] = touch;
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|
|
|
touchEvent.touches.push_back(createTouchInfo(index, touch, self.contentScaleFactor));
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|
}
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|
|
|
if (!touchEvent.touches.empty())
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|
cocos2d::EventDispatcher::dispatchTouchEvent(touchEvent);
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|
}
|
|
|
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- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
|
|
{
|
|
cocos2d::TouchEvent touchEvent;
|
|
touchEvent.type = cocos2d::TouchEvent::Type::MOVED;
|
|
deliverTouch(touchEvent, touches, _touches, self.contentScaleFactor, false, _touchIds);
|
|
}
|
|
|
|
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
|
|
{
|
|
cocos2d::TouchEvent touchEvent;
|
|
touchEvent.type = cocos2d::TouchEvent::Type::ENDED;
|
|
deliverTouch(touchEvent, touches, _touches, self.contentScaleFactor, true, _touchIds);
|
|
}
|
|
|
|
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
|
|
{
|
|
cocos2d::TouchEvent touchEvent;
|
|
touchEvent.type = cocos2d::TouchEvent::Type::CANCELLED;
|
|
deliverTouch(touchEvent, touches, _touches, self.contentScaleFactor, true, _touchIds);
|
|
}
|
|
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|
@end
|