Learn-iOS-Swift-by-Examples/Badger/Common/ViewController+Controls.swift

128 lines
3.7 KiB
Swift
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
Copyright (C) 2016 Apple Inc. All Rights Reserved.
See LICENSE.txt for this samples licensing information
Abstract:
Handles keyboard (macOS), touch (iOS) and controller (iOS, tvOS) input for controlling the game.
*/
import GameKit
#if os(OSX)
protocol KeyboardEventsDelegate {
func keyDown(in view: NSView, with event: NSEvent) -> Bool
func keyUp(in view: NSView, with event: NSEvent) -> Bool
}
private enum KeyboardDirection: UInt16 {
case left = 123
case right = 124
case down = 125
case up = 126
}
extension ViewController: KeyboardEventsDelegate {}
#endif
extension ViewController {
// MARK: Game Controller Events
func setupGameControllers() {
#if os(OSX)
sceneView.eventsDelegate = self
#endif
#if os(iOS) || os(tvOS)
// Gesture recognizers
let directions: [UISwipeGestureRecognizerDirection] = [.right, .left, .up, .down]
for direction in directions {
let gesture = UISwipeGestureRecognizer(target: self, action: #selector(didSwipe))
gesture.direction = direction
sceneView.addGestureRecognizer(gesture)
}
#endif
}
@objc func handleControllerDidConnectNotification(_ notification: NSNotification) {
let gameController = notification.object as! GCController
registerCharacterMovementEvents(gameController)
}
private func registerCharacterMovementEvents(_ gameController: GCController) {
// An analog movement handler for D-pads and thumbsticks.
let movementHandler: GCControllerDirectionPadValueChangedHandler = { [unowned self] dpad, _, _ in
self.controllerDPad = dpad
}
#if os(tvOS)
// Apple TV remote
if let microGamepad = gameController.microGamepad {
// Allow the gamepad to handle transposing D-pad values when rotating the controller.
microGamepad.allowsRotation = true
microGamepad.dpad.valueChangedHandler = movementHandler
}
#endif
// Gamepad D-pad
if let gamepad = gameController.gamepad {
gamepad.dpad.valueChangedHandler = movementHandler
}
// Extended gamepad left thumbstick
if let extendedGamepad = gameController.extendedGamepad {
extendedGamepad.leftThumbstick.valueChangedHandler = movementHandler
}
}
// MARK: Touch Events
#if os(iOS) || os(tvOS)
func didSwipe(sender: UISwipeGestureRecognizer) {
if startGameIfNeeded() {
return
}
switch sender.direction {
case UISwipeGestureRecognizerDirection.up: jump()
case UISwipeGestureRecognizerDirection.down: squat()
case UISwipeGestureRecognizerDirection.left: leanLeft()
case UISwipeGestureRecognizerDirection.right: leanRight()
default: break
}
}
#endif
// MARK: Keyboard Events
#if os(OSX)
func keyDown(in view: NSView, with event: NSEvent) -> Bool {
if event.isARepeat {
return true
}
if startGameIfNeeded() {
return true
}
if let direction = KeyboardDirection(rawValue: event.keyCode) {
switch direction {
case .up: jump()
case .down: squat()
case .left: leanLeft()
case .right: leanRight()
}
return true
}
return false
}
func keyUp(in view: NSView, with event: NSEvent) -> Bool {
let direction = KeyboardDirection(rawValue: event.keyCode)
return direction != nil ? true : false
}
#endif
}