LearnWithTouch/App/LearnWithTouch_ios/Classes/UI/UnityView+Keyboard.mm

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#import "UnityView.h"
#include "UI/Keyboard.h"
static NSArray* keyboardCommands = nil;
static int pressedButton = 0;
@interface UnityView (Keyboard)
@end
@implementation UnityView (Keyboard)
- (void)createKeyboard
{
// only English keyboard layout is supported
NSString* baseLayout = @"1234567890-=qwertyuiop[]asdfghjkl;'\\`zxcvbnm,./!@#$%^&*()_+{}:\"|<>?~ \t\r\b\\";
NSString* numpadLayout = @"1234567890-=*+/.\r";
size_t sizeOfKeyboardCommands = baseLayout.length + numpadLayout.length + 11;
NSMutableArray* commands = [NSMutableArray arrayWithCapacity: sizeOfKeyboardCommands];
for (NSInteger i = 0; i < baseLayout.length; ++i)
{
NSString* input = [baseLayout substringWithRange: NSMakeRange(i, 1)];
[commands addObject: [UIKeyCommand keyCommandWithInput: input modifierFlags: kNilOptions action: @selector(handleCommand:)]];
}
for (NSInteger i = 0; i < numpadLayout.length; ++i)
{
NSString* input = [numpadLayout substringWithRange: NSMakeRange(i, 1)];
[commands addObject: [UIKeyCommand keyCommandWithInput: input modifierFlags: UIKeyModifierNumericPad action: @selector(handleCommand:)]];
}
// up, down, left, right, esc
[commands addObject: [UIKeyCommand keyCommandWithInput: UIKeyInputUpArrow modifierFlags: kNilOptions action: @selector(handleCommand:)]];
[commands addObject: [UIKeyCommand keyCommandWithInput: UIKeyInputDownArrow modifierFlags: kNilOptions action: @selector(handleCommand:)]];
[commands addObject: [UIKeyCommand keyCommandWithInput: UIKeyInputLeftArrow modifierFlags: kNilOptions action: @selector(handleCommand:)]];
[commands addObject: [UIKeyCommand keyCommandWithInput: UIKeyInputRightArrow modifierFlags: kNilOptions action: @selector(handleCommand:)]];
[commands addObject: [UIKeyCommand keyCommandWithInput: UIKeyInputEscape modifierFlags: kNilOptions action: @selector(handleCommand:)]];
// caps Lock, shift, control, option, command
[commands addObject: [UIKeyCommand keyCommandWithInput: @"" modifierFlags: UIKeyModifierAlphaShift action: @selector(handleCommand:)]];
[commands addObject: [UIKeyCommand keyCommandWithInput: @"" modifierFlags: UIKeyModifierShift action: @selector(handleCommand:)]];
[commands addObject: [UIKeyCommand keyCommandWithInput: @"" modifierFlags: UIKeyModifierControl action: @selector(handleCommand:)]];
[commands addObject: [UIKeyCommand keyCommandWithInput: @"" modifierFlags: UIKeyModifierAlternate action: @selector(handleCommand:)]];
[commands addObject: [UIKeyCommand keyCommandWithInput: @"" modifierFlags: UIKeyModifierCommand action: @selector(handleCommand:)]];
keyboardCommands = commands.copy;
}
// UIKeyCommand can't handle key up events,
// So we're simulating key up event in case if any other button is pressed or UIView calls keyCommands method.
// Because of this there is no way to handle simultanious key presses.
- (void)releaseButton
{
if (pressedButton != 0)
{
UnitySetKeyState(pressedButton, false);
pressedButton = 0;
}
}
- (NSArray*)keyCommands
{
[self releaseButton];
//keyCommands take controll of buttons over UITextView, that's why need to return nil if text input field is active
if ([[KeyboardDelegate Instance] status] == Visible)
{
return nil;
}
if (keyboardCommands == nil)
{
[self createKeyboard];
}
return keyboardCommands;
}
- (bool)isValidCodeForButton:(int)code
{
return (code > 0 && code < 128);
}
- (void)handleCommand:(UIKeyCommand *)command
{
[self releaseButton];
NSString* input = command.input;
UIKeyModifierFlags modifierFlags = command.modifierFlags;
char inputChar = ([input length] > 0) ? [input characterAtIndex: 0] : 0;
int code = (int)inputChar; // ASCII code
if (![self isValidCodeForButton: code])
{
code = 0;
}
if ((modifierFlags & UIKeyModifierAlphaShift) != 0)
code = UnityStringToKey("caps lock");
if ((modifierFlags & UIKeyModifierShift) != 0)
code = UnityStringToKey("left shift");
if ((modifierFlags & UIKeyModifierControl) != 0)
code = UnityStringToKey("left ctrl");
if ((modifierFlags & UIKeyModifierAlternate) != 0)
code = UnityStringToKey("left alt");
if ((modifierFlags & UIKeyModifierCommand) != 0)
code = UnityStringToKey("left cmd");
if ((modifierFlags & UIKeyModifierNumericPad) != 0)
{
switch (inputChar)
{
case '0':
code = UnityStringToKey("[0]");
break;
case '1':
code = UnityStringToKey("[1]");
break;
case '2':
code = UnityStringToKey("[2]");
break;
case '3':
code = UnityStringToKey("[3]");
break;
case '4':
code = UnityStringToKey("[4]");
break;
case '5':
code = UnityStringToKey("[5]");
break;
case '6':
code = UnityStringToKey("[6]");
break;
case '7':
code = UnityStringToKey("[7]");
break;
case '8':
code = UnityStringToKey("[8]");
break;
case '9':
code = UnityStringToKey("[9]");
break;
case '-':
code = UnityStringToKey("[-]");
break;
case '=':
code = UnityStringToKey("equals");
break;
case '*':
code = UnityStringToKey("[*]");
break;
case '+':
code = UnityStringToKey("[+]");
break;
case '/':
code = UnityStringToKey("[/]");
break;
case '.':
code = UnityStringToKey("[.]");
break;
case '\r':
code = UnityStringToKey("enter");
break;
default:
break;
}
}
if (input == UIKeyInputUpArrow)
code = UnityStringToKey("up");
else if (input == UIKeyInputDownArrow)
code = UnityStringToKey("down");
else if (input == UIKeyInputRightArrow)
code = UnityStringToKey("right");
else if (input == UIKeyInputLeftArrow)
code = UnityStringToKey("left");
else if (input == UIKeyInputEscape)
code = UnityStringToKey("escape");
UnitySetKeyState(code, true);
pressedButton = code;
}
#if PLATFORM_TVOS
- (int)pressTypeToCode:(UIPress *)press
{
if ([press type] == UIPressTypeUpArrow)
return UnityStringToKey("up");
else if ([press type] == UIPressTypeDownArrow)
return UnityStringToKey("down");
else if ([press type] == UIPressTypeRightArrow)
return UnityStringToKey("right");
else if ([press type] == UIPressTypeLeftArrow)
return UnityStringToKey("left");
else if ([press type] == UIPressTypeSelect)
return UnityStringToKey("joystick button 14");
else if ([press type] == UIPressTypePlayPause)
return UnityStringToKey("joystick button 15");
else if ([press type] == UIPressTypeMenu)
return UnityStringToKey("joystick button 0");
return 0;
}
- (void)pressesBegan:(NSSet<UIPress *> *)presses withEvent:(UIPressesEvent *)event
{
for (UIPress *press in presses)
{
UnitySetKeyState([self pressTypeToCode: press], true);
}
}
- (void)pressesEnded:(NSSet<UIPress *> *)presses withEvent:(UIPressesEvent *)event
{
for (UIPress *press in presses)
{
UnitySetKeyState([self pressTypeToCode: press], false);
}
}
#endif
@end