implements custom on screen keyboard button
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-529
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@@ -165,7 +165,7 @@ import UIKit
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"LEFT_WIN": 0x5B, // VK_LWIN
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"RIGHT_WIN": 0x5C, // VK_RWIN
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"APPS": 0x5D, // VK_APPS
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// macOS Key Codes
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"CMD": 0x37, // ⌘ Command
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"OPT": 0x3A, // ⌥ Option
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@@ -222,7 +222,7 @@ import UIKit
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]
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private var commands: [RemoteCommand] = []
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public weak var viewController: CommandManagerViewController?
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private override init() {
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@@ -255,7 +255,7 @@ import UIKit
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defaults.set(data, forKey: "savedCommands")
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}
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}
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@objc public func createTestKeyMappings() -> [String: Int16] {
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return CommandManager.keyMappings
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}
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@@ -278,7 +278,7 @@ import UIKit
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let matchedString = (input as NSString).substring(with: match.range(at: 0))
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let keyStrings = matchedString.split(separator: "+").map { String($0) }
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guard !keyStrings.isEmpty else {
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print("No key strings found in the matched string")
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return nil
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@@ -305,7 +305,7 @@ import UIKit
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}
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return validKeyStrings
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}
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@objc public func addCommand(_ command: RemoteCommand) -> Bool {
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@@ -349,11 +349,33 @@ import UIKit
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}
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}
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}
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private func saveCommands() {
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if let data = try? NSKeyedArchiver.archivedData(withRootObject: commands, requiringSecureCoding: false) {
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UserDefaults.standard.set(data, forKey: "savedCommands")
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}
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}
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@objc public func sendKeyDownEventWithDelay(keyboardCmdStrings: [String], delay: TimeInterval = 0.05, index: Int = 0) {
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guard index < keyboardCmdStrings.count else {
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for keyStr in keyboardCmdStrings {
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LiSendKeyboardEvent(CommandManager.keyMappings[keyStr]!,Int8(KEY_ACTION_UP), 0)
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}
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return
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} // 如果已经处理完所有键,释放所有按键
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let keyCode = CommandManager.keyMappings[keyboardCmdStrings[index]]
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guard let keyCode = keyCode else {
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print("No mapping found for \(keyboardCmdStrings[index])")
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sendKeyDownEventWithDelay(keyboardCmdStrings: keyboardCmdStrings, delay: delay, index: index+1) // 跳过当前键,继续下一个
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return
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}
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// 发送当前键的键盘按下事件
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LiSendKeyboardEvent(keyCode,Int8(KEY_ACTION_DOWN), 0)
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// 使用 asyncAfter 在指定异步延迟后发送下一个键的键盘按下事件
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DispatchQueue.main.asyncAfter(deadline: .now() + delay) {
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self.sendKeyDownEventWithDelay(keyboardCmdStrings: keyboardCmdStrings, delay: delay, index: index+1) // 跳过当前键,继续下一个
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}
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}
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}
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@@ -200,6 +200,50 @@ static NSMutableDictionary *onScreenKeyViewsDict;
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- (bool) updateSelectedProfile:(NSMutableArray *) oscButtonLayers {
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NSMutableArray* buttonStatesEncoded = [self convertOnscreenButtonsToButtonStates:oscButtonLayers];
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if([self getIndexOfSelectedProfile]==0) return false;
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OSCProfile *newProfile = [[OSCProfile alloc] initWithName:[self getSelectedProfile].name
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buttonStates:buttonStatesEncoded isSelected:YES]; // create a new 'OSCProfile'. Set the array of encoded button states created above to the 'buttonStates' property of the new profile, along with a 'name'. Set 'isSelected' argument to YES which will set this saved profile as the one that will show up in the game stream view
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/* set all saved OSCProfiles 'isSelected' property to NO since the new profile you're adding will be set as the selected profile */
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NSMutableArray *profiles = [self getAllProfiles];
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for (OSCProfile *profile in profiles) {
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profile.isSelected = NO;
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}
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[self replaceProfile:[self getSelectedProfile] withProfile:newProfile];
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return true;
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}
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- (void) saveProfileWithName:(NSString*)name andButtonLayers:(NSMutableArray *)oscButtonLayers {
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NSMutableArray* buttonStatesEncoded = [self convertOnscreenButtonsToButtonStates:oscButtonLayers];
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OSCProfile *newProfile = [[OSCProfile alloc] initWithName:name
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buttonStates:buttonStatesEncoded isSelected:YES]; // create a new 'OSCProfile'. Set the array of encoded button states created above to the 'buttonStates' property of the new profile, along with a 'name'. Set 'isSelected' argument to YES which will set this saved profile as the one that will show up in the game stream view
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/* set all saved OSCProfiles 'isSelected' property to NO since the new profile you're adding will be set as the selected profile */
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NSMutableArray *profiles = [self getAllProfiles];
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for (OSCProfile *profile in profiles) {
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profile.isSelected = NO;
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}
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if ([self profileNameAlreadyExist:name]) { // if a saved profile with the same 'name' already exists in persistent storage then overwrite it and save the change to persistent storage
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[self replaceProfile:[self OSCProfileWithName:name] withProfile:newProfile];
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}
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else { // otherwise encode then add the new profile to the end of the OSCProfiles array
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NSData *newProfileEncoded = [NSKeyedArchiver archivedDataWithRootObject:newProfile requiringSecureCoding:YES error:nil];
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NSMutableArray *profilesEncoded = [self encodedProfilesFromArray:profiles];
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[profilesEncoded addObject:newProfileEncoded];
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/* Encode the 'profilesEncoded' array itself, NOT the objects in the 'profilesEncoded' array, all of which are already encoded by this point */
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NSData *data = [NSKeyedArchiver archivedDataWithRootObject:profilesEncoded requiringSecureCoding:YES error:nil];
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[[NSUserDefaults standardUserDefaults] setObject:data forKey:@"OSCProfiles"];
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[[NSUserDefaults standardUserDefaults] synchronize];
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}
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}
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- (NSMutableArray* ) convertOnscreenButtonsToButtonStates:(NSMutableArray *) oscButtonLayers {
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/* iterate through each OSC button the user sees on screen, create an 'OnScreenButtonState' object from each button, encode each object, and then add each object to an array */
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/*
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NSSet *validPositionButtonNames = [NSSet setWithObjects:
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@@ -223,102 +267,24 @@ static NSMutableDictionary *onScreenKeyViewsDict;
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OnScreenButtonState *buttonState = [[OnScreenButtonState alloc] initWithButtonName:oscButtonLayer.name buttonType:GameControllerButton andPosition:oscButtonLayer.position];
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// add hidden attr here
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buttonState.isHidden = oscButtonLayer.isHidden;
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/* //-------------------------------------
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NSLog(@"buttonName to be saved: %@", buttonState.name);
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if([validPositionButtonNames containsObject:buttonState.name]) buttonState.hasValidPosition = true; // this is for setting up DZ for custom OSC buttons.
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else buttonState.hasValidPosition = false;
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//------------------------------------- */
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NSData *buttonStateEncoded = [NSKeyedArchiver archivedDataWithRootObject:buttonState requiringSecureCoding:YES error:nil];
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[buttonStatesEncoded addObject: buttonStateEncoded];
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}
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// save keyboard button as buttonstate
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// save keyboard button as buttonstate, this is for the new onscreen keyboard buttons:
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[onScreenKeyViewsDict enumerateKeysAndObjectsUsingBlock:^(id key, id value, BOOL *stop) { // this dict is passed from the layout tool VC, as a static obj in this class.
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OnScreenKeyView *keyView = value;
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OnScreenKeyboardButtonView *keyView = value;
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OnScreenButtonState *buttonState = [[OnScreenButtonState alloc] initWithButtonName:keyView.keyString buttonType:KeyboardButton andPosition:keyView.frame.origin];
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buttonState.alias = keyView.keyLabel;
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buttonState.timestamp = keyView.timestamp;
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NSData *buttonStateEncoded = [NSKeyedArchiver archivedDataWithRootObject:buttonState requiringSecureCoding:YES error:nil];
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[buttonStatesEncoded addObject: buttonStateEncoded];
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}];
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if([self getIndexOfSelectedProfile]==0) return false;
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OSCProfile *newProfile = [[OSCProfile alloc] initWithName:[self getSelectedProfile].name
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buttonStates:buttonStatesEncoded isSelected:YES]; // create a new 'OSCProfile'. Set the array of encoded button states created above to the 'buttonStates' property of the new profile, along with a 'name'. Set 'isSelected' argument to YES which will set this saved profile as the one that will show up in the game stream view
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/* set all saved OSCProfiles 'isSelected' property to NO since the new profile you're adding will be set as the selected profile */
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NSMutableArray *profiles = [self getAllProfiles];
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for (OSCProfile *profile in profiles) {
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profile.isSelected = NO;
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}
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[self replaceProfile:[self getSelectedProfile] withProfile:newProfile];
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return true;
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return buttonStatesEncoded;
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}
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- (void) saveProfileWithName:(NSString*)name andButtonLayers:(NSMutableArray *)buttonLayers {
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/* iterate through each OSC button the user sees on screen, create an 'OnScreenButtonState' object from each button, encode each object, and then add each object to an array */
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/*
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NSSet *validPositionButtonNames = [NSSet setWithObjects:
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@"l2Button",
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@"l1Button",
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@"dPad",
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@"selectButton",
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@"leftStickBackground",
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@"rightStickBackground",
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@"r2Button",
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@"r1Button",
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@"aButton",
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@"bButton",
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@"xButton",
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@"yButton",
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@"startButton",
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nil]; */
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NSMutableArray *buttonStatesEncoded = [[NSMutableArray alloc] init];
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for (CALayer *buttonLayer in buttonLayers) {
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OnScreenButtonState *buttonState = [[OnScreenButtonState alloc] initWithButtonName:buttonLayer.name buttonType:GameControllerButton andPosition:buttonLayer.position];
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// add hidden attr here
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buttonState.isHidden = buttonLayer.isHidden;
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/* //-------------------------------------
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NSLog(@"buttonName to be saved: %@", buttonState.name);
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if([validPositionButtonNames containsObject:buttonState.name]) buttonState.hasValidPosition = true; // this is for setting up DZ for custom OSC buttons.
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else buttonState.hasValidPosition = false;
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//------------------------------------- */
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NSData *buttonStateEncoded = [NSKeyedArchiver archivedDataWithRootObject:buttonState requiringSecureCoding:YES error:nil];
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[buttonStatesEncoded addObject: buttonStateEncoded];
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}
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OSCProfile *newProfile = [[OSCProfile alloc] initWithName:name
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buttonStates:buttonStatesEncoded isSelected:YES]; // create a new 'OSCProfile'. Set the array of encoded button states created above to the 'buttonStates' property of the new profile, along with a 'name'. Set 'isSelected' argument to YES which will set this saved profile as the one that will show up in the game stream view
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/* set all saved OSCProfiles 'isSelected' property to NO since the new profile you're adding will be set as the selected profile */
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NSMutableArray *profiles = [self getAllProfiles];
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for (OSCProfile *profile in profiles) {
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profile.isSelected = NO;
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}
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if ([self profileNameAlreadyExist:name]) { // if a saved profile with the same 'name' already exists in persistent storage then overwrite it and save the change to persistent storage
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[self replaceProfile:[self OSCProfileWithName:name] withProfile:newProfile];
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}
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else { // otherwise encode then add the new profile to the end of the OSCProfiles array
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NSData *newProfileEncoded = [NSKeyedArchiver archivedDataWithRootObject:newProfile requiringSecureCoding:YES error:nil];
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NSMutableArray *profilesEncoded = [self encodedProfilesFromArray:profiles];
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[profilesEncoded addObject:newProfileEncoded];
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/* Encode the 'profilesEncoded' array itself, NOT the objects in the 'profilesEncoded' array, all of which are already encoded by this point */
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NSData *data = [NSKeyedArchiver archivedDataWithRootObject:profilesEncoded requiringSecureCoding:YES error:nil];
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[[NSUserDefaults standardUserDefaults] setObject:data forKey:@"OSCProfiles"];
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[[NSUserDefaults standardUserDefaults] synchronize];
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}
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}
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#pragma mark - Queries
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- (BOOL) profileNameAlreadyExist:(NSString*)name {
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@@ -256,7 +256,7 @@ static float L3_Y;
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- (void) updateControls {
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if(self._level == OnScreenControlsLevelCustom){
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// these buttons that has valid coords of positions
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// mark all OSC buttons that has valid coords of positions
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NSSet *validPositionButtonNames = [NSSet setWithObjects:
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@"l2Button",
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@"l1Button",
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@@ -286,9 +286,10 @@ static float L3_Y;
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}
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}
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NSLog(@"_activeCustomOscButtonPositionDict update, active button number: %lu", (unsigned long)[_activeCustomOscButtonPositionDict count]);
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}
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// belows are orginal codes:
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switch (self._level) {
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case OnScreenControlsLevelOff:
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[self hideButtons];
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+45
-21
@@ -9,7 +9,7 @@
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import UIKit
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@objc class OnScreenKeyView: UIView {
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@objc class OnScreenKeyboardButtonView: UIView {
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@objc static public var editMode: Bool = false
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@objc static public var timestampOfButtonBeingDragged: TimeInterval = 0
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@objc public var keyLabel: String
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@@ -42,37 +42,50 @@ import UIKit
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}
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@objc public func enableRelocationMode(enabled: Bool){
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OnScreenKeyView.editMode = enabled
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OnScreenKeyboardButtonView.editMode = enabled
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}
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private func setupView() {
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label.text = self.keyLabel
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label.font = UIFont.systemFont(ofSize: 22)
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label.textColor = UIColor(white: 1.0, alpha: 0.8)
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label.shadowColor = .black
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//label.font = UIFont.systemFont(ofSize: 28)
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label.translatesAutoresizingMaskIntoConstraints = false
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label.adjustsFontSizeToFitWidth = true
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label.minimumScaleFactor = 0.1 // Adjust the scale factor as needed
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label.textColor = UIColor(white: 1.0, alpha: 0.9)
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label.textAlignment = .center
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label.shadowColor = .black
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label.shadowOffset = CGSize(width: 1, height: 1)
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label.translatesAutoresizingMaskIntoConstraints = false // enable auto alignment for the label
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self.translatesAutoresizingMaskIntoConstraints = true // this is mandatory to prevent unexpected key view location change
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self.layer.borderColor = UIColor.black.cgColor
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self.layer.borderWidth = 2
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self.layer.cornerRadius = 8
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self.backgroundColor = UIColor(white: 0.2, alpha: 0.7)
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self.layer.shadowRadius = 4
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self.layer.borderWidth = 0
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self.layer.cornerRadius = 16
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self.backgroundColor = UIColor(white: 0.2, alpha: 0.5)
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self.layer.shadowColor = UIColor.clear.cgColor
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self.layer.shadowRadius = 8
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self.layer.shadowOpacity = 0.5
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addSubview(label)
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NSLayoutConstraint.activate([
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label.centerXAnchor.constraint(equalTo: centerXAnchor),
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label.centerYAnchor.constraint(equalTo: centerYAnchor),
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])
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NSLayoutConstraint.activate([
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//self.widthAnchor.constraint(equalToConstant: UIScreen.main.bounds.width * 0.088),
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//self.heightAnchor.constraint(equalToConstant: UIScreen.main.bounds.height * 0.1),
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self.widthAnchor.constraint(equalToConstant: 85),
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self.widthAnchor.constraint(equalToConstant: 75),
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self.heightAnchor.constraint(equalToConstant: 65),
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])
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NSLayoutConstraint.activate([
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label.leadingAnchor.constraint(equalTo: self.leadingAnchor, constant: 5),
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label.trailingAnchor.constraint(equalTo: self.trailingAnchor, constant: -5),
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label.centerXAnchor.constraint(equalTo: centerXAnchor),
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label.centerYAnchor.constraint(equalTo: centerYAnchor),
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//label.heightAnchor.constraint(equalToConstant: 40)
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])
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}
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// Touch event handling
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@@ -80,10 +93,21 @@ import UIKit
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super.touchesBegan(touches, with: event)
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//self.backgroundColor = UIColor(red: 0.0, green: 0.0, blue: 1.0, alpha: 0.7)
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if !OnScreenKeyView.editMode {
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if !OnScreenKeyboardButtonView.editMode {
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self.backgroundColor = UIColor.systemBlue.withAlphaComponent(0.7)
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LiSendKeyboardEvent(CommandManager.keyMappings[self.keyString]!,Int8(KEY_ACTION_DOWN), 0)
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// if the command(keystring contains "+", it's a multi-key command or a quick triggering key, rather than a physical button
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if(self.keyString.contains("+")){
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let keyboardCmdStrings = CommandManager.shared.extractKeyStrings(from: self.keyString)!
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CommandManager.shared.sendKeyDownEventWithDelay(keyboardCmdStrings: keyboardCmdStrings) // send multi-key command
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DispatchQueue.main.asyncAfter(deadline: .now() + 0.05) { // reset background color immediately 50ms later
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self.backgroundColor = self.originalBackgroundColor
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}
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}
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// if there's no "+" in the keystring, treat it as a regular button:
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else{
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LiSendKeyboardEvent(CommandManager.keyMappings[self.keyString]!,Int8(KEY_ACTION_DOWN), 0)
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}
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}
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else {
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if let touch = touches.first {
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@@ -96,10 +120,10 @@ import UIKit
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override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
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super.touchesMoved(touches, with: event)
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OnScreenKeyView.timestampOfButtonBeingDragged = self.timestamp
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OnScreenKeyboardButtonView.timestampOfButtonBeingDragged = self.timestamp
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// Move the KeyView based on touch movement in relocation mode
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if OnScreenKeyView.editMode {
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if OnScreenKeyboardButtonView.editMode {
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if let touch = touches.first {
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let currentLocation = touch.location(in: superview)
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let offsetX = currentLocation.x - storedLocation.x
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@@ -115,9 +139,9 @@ import UIKit
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override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
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super.touchesEnded(touches, with: event)
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if !OnScreenKeyView.editMode {
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if !OnScreenKeyboardButtonView.editMode && !self.keyString.contains("+") { // if the command(keystring contains "+", it's a multi-key command rather than a single key button
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LiSendKeyboardEvent(CommandManager.keyMappings[self.keyString]!,Int8(KEY_ACTION_UP), 0)
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return
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self.backgroundColor = self.originalBackgroundColor
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}
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self.backgroundColor = self.originalBackgroundColor
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@@ -34,6 +34,9 @@
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andConfig:(StreamConfiguration*)streamConfig;
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- (void) reloadOnScreenControlsWith:(ControllerSupport*)controllerSupport
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andConfig:(StreamConfiguration*)streamConfig;
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- (void) clearOnScreenKeyboardButtons;
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- (void) reloadOnScreenKeyboardButtons;
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- (CGSize) getVideoAreaSize;
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- (CGPoint) adjustCoordinatesForVideoArea:(CGPoint)point;
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- (uint16_t)getRotationFromAzimuthAngle:(float)azimuthAngle;
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@@ -11,6 +11,8 @@
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#import "DataManager.h"
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#import "ControllerSupport.h"
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#import "KeyboardSupport.h"
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#import "Moonlight-Swift.h"
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#import "OSCProfilesManager.h"
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#import "NativeTouchPointer.h"
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#import "NativeTouchHandler.h"
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#import "RelativeTouchHandler.h"
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@@ -327,7 +329,6 @@ static const double X1_MOUSE_SPEED_DIVISOR = 2.5;
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- (void) reloadOnScreenControlsWith:(ControllerSupport*)controllerSupport
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andConfig:(StreamConfiguration*)streamConfig {
|
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onScreenControls = [[OnScreenControls alloc] initWithView:self controllerSup:controllerSupport streamConfig:streamConfig];
|
||||
|
||||
/*
|
||||
// pass mouseRightClickTapRecognizer to onScreenControls obj here:
|
||||
if([self isOscEnabled]){
|
||||
@@ -338,6 +339,45 @@ static const double X1_MOUSE_SPEED_DIVISOR = 2.5;
|
||||
[onScreenControls setLevel:(OnScreenControlsLevel)settings.onscreenControls.intValue];
|
||||
}
|
||||
|
||||
|
||||
- (void) clearOnScreenKeyboardButtons{
|
||||
for (UIView *subview in self.superview.subviews) {
|
||||
// 检查子视图是否是特定类型的实例
|
||||
if ([subview isKindOfClass:[OnScreenKeyboardButtonView class]]) {
|
||||
// 如果是,就添加到将要被移除的数组中
|
||||
[subview removeFromSuperview];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
- (void) reloadOnScreenKeyboardButtons{
|
||||
|
||||
NSLog(@"reload on screen keyboard buttons here");
|
||||
|
||||
// remove all keyboard button views first
|
||||
[self clearOnScreenKeyboardButtons];
|
||||
|
||||
bool customOscEnabled = (settings.touchMode.intValue == RELATIVE_TOUCH || settings.touchMode.intValue == REGULAR_NATIVE_TOUCH) && settings.onscreenControls.intValue == OnScreenControlsLevelCustom;
|
||||
|
||||
if(!customOscEnabled) return; //returns if we're not in custom osc mode
|
||||
|
||||
OSCProfilesManager* profilesManager = [OSCProfilesManager sharedManager];
|
||||
OSCProfile *oscProfile = [profilesManager getSelectedProfile]; //returns the currently selected OSCProfile
|
||||
|
||||
if(!OnScreenKeyboardButtonView.editMode){ // in edit mode, keyboard button view will be updated within layoutool view controller.
|
||||
for (NSData *buttonStateEncoded in oscProfile.buttonStates) {
|
||||
OnScreenButtonState* buttonState = [NSKeyedUnarchiver unarchivedObjectOfClass:[OnScreenButtonState class] fromData:buttonStateEncoded error:nil];
|
||||
if(buttonState.buttonType == KeyboardButton){
|
||||
OnScreenKeyboardButtonView* keyView = [[OnScreenKeyboardButtonView alloc] initWithKeyString:buttonState.name keyLabel:buttonState.alias]; //reconstruct keyView
|
||||
keyView.translatesAutoresizingMaskIntoConstraints = NO; // weird but this is mandatory, or you will find no key views added to the right place
|
||||
// Add the KeyView to the view controller's view
|
||||
[self.superview addSubview:keyView]; // add keyboard button to the stream frame view. must add it to the target view before setting location.
|
||||
[keyView setKeyLocationWithXOffset:buttonState.position.x yOffset:buttonState.position.y];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
- (OnScreenControlsLevel) getCurrentOscState {
|
||||
if (onScreenControls == nil) {
|
||||
return OnScreenControlsLevelOff;
|
||||
@@ -347,6 +387,7 @@ static const double X1_MOUSE_SPEED_DIVISOR = 2.5;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
- (CGSize) getVideoAreaSize {
|
||||
if (self.bounds.size.width > self.bounds.size.height * streamAspectRatio) {
|
||||
return CGSizeMake(self.bounds.size.height * streamAspectRatio, self.bounds.size.height);
|
||||
|
||||
Reference in new issue
Block a user