add support for Apple Pencil and build for iOS
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@@ -19,28 +19,98 @@
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- (void)tearDownGL;
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@end
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//std::map<
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int t_count = 0;
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@implementation GameViewController
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- (void)insertText:(NSString *)text
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{
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if (const char* cstr = [text cStringUsingEncoding:NSASCIIStringEncoding])
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App::I.key_char(cstr[0]);
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NSLog(@"%@", text);
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// Do something with the typed character
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}
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- (void)deleteBackward {
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App::I.key_char('\b');
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// Handle the delete key
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}
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- (BOOL)hasText {
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// Return whether there's any text present
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return YES;
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}
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- (BOOL)canBecomeFirstResponder {
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return YES;
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}
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- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
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{
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UITouch *touch = [[event allTouches] anyObject];
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CGPoint touchLocation = [touch locationInView:self.view];
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float scale = self.view.contentScaleFactor;
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App::I.mouse_down(0, touchLocation.x * scale, touchLocation.y * scale);
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App::I.mouse_down(0, touchLocation.x * scale, touchLocation.y * scale, touch.force);
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t_count = 1;
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}
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- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
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{
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UITouch *touch = [[event allTouches] anyObject];
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CGPoint touchLocation = [touch locationInView:self.view];
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NSUInteger n = [[event allTouches] count];
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float scale = self.view.contentScaleFactor;
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App::I.mouse_move(touchLocation.x * scale, touchLocation.y * scale);
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UITouch* t0 = nullptr;
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UITouch* t1 = nullptr;
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t0 = [[[event allTouches] allObjects] objectAtIndex:0];
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CGPoint tl0 = [t0 locationInView:self.view];
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glm::vec2 p0 = glm::vec2(tl0.x * scale, tl0.y * scale);
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glm::vec2 p1;
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if (n > 1)
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{
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t1 = [[[event allTouches] allObjects] objectAtIndex:1];
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CGPoint tl1 = [t1 locationInView:self.view];
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p1 = glm::vec2(tl1.x * scale, tl1.y * scale);
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}
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if (n == 2)
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{
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if (t_count == 1)
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{
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App::I.mouse_cancel(0);
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App::I.gesture_start(p0, p1);
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}
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else
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App::I.gesture_move(p0, p1);
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t_count = 2;
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}
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else if (n == 1)
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{
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UITouch *touch = [[event allTouches] anyObject];
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CGPoint touchLocation = [touch locationInView:self.view];
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//auto p = glm::vec2(touchLocation.x * scale, touchLocation.y * scale);
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float force = touch.type == UITouchType::UITouchTypeStylus ? touch.force : 1.0f;
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if (t_count == 2)
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{
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//App::I.gesture_end();
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//App::I.mouse_down(0, touchLocation.x * scale, touchLocation.y * scale, force);
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}
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else
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{
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App::I.mouse_move(touchLocation.x * scale, touchLocation.y * scale, force);
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}
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}
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}
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-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
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{
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UITouch *touch = [[event allTouches] anyObject];
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CGPoint touchLocation = [touch locationInView:self.view];
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float scale = self.view.contentScaleFactor;
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App::I.mouse_up(0, touchLocation.x * scale, touchLocation.y * scale);
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if (t_count == 2)
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App::I.gesture_end();
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else
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App::I.mouse_up(0, touchLocation.x * scale, touchLocation.y * scale);
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t_count = 0;
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}
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- (void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator
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@@ -49,11 +119,16 @@
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size.height * self.view.contentScaleFactor);
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}
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- (void)viewDidAppear:(BOOL)animated
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{
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[self resignFirstResponder];
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}
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- (void)viewDidLoad
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{
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[super viewDidLoad];
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App::I.initLog();
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App::I.ios_view = self;
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self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
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