Use GSEvent to send touch event,but it's invalid - iphone

I code to send a touch event to my app by GSEvent,get mach_port_t by GSCopyPurpleSystemEventPort().
the sending function was launched after the ApplicationDidFinishLaunch:option have completed.the app is UIControlView app.
code as follow:
void handleMouseEventAtPoint(CGPoint point, int buttons)
{
// NOTE: Must store button state for comparision, port for
// mouse dragging and button up
static int buttons_;
static mach_port_t port_;
int diff = buttons_ ^ buttons;
bool twas = ((buttons_ & 0x1) != 0);
bool tis = ((buttons & 0x1) != 0);
buttons_ = buttons;
// Round point values to prevent subpixel coordinates
point.x = roundf(point.x);
point.y = roundf(point.y);
// Check for mouse button events
mach_port_t purple;
if ((diff & 0x10) != 0) {
// Simulate Headset button press
struct GSEventRecord record;
memset(&record, 0, sizeof(record));
record.type = (buttons & 0x4) != 0 ?
kGSEventHeadsetButtonDown :
kGSEventHeadsetButtonUp;
record.timestamp = GSCurrentEventTimestamp();
FixRecord(&record);
GSSendSystemEvent(&record);
}
if ((diff & buttonThree) != 0) {
// Simulate Home button press
struct GSEventRecord record;
memset(&record, 0, sizeof(record));
record.type = (buttons & buttonThree) != 0 ?
kGSEventMenuButtonDown :
kGSEventMenuButtonUp;
record.timestamp = GSCurrentEventTimestamp();
FixRecord(&record);
GSSendSystemEvent(&record);
}
if ((diff & buttonTwo) != 0)
{
// Simulate Sleep/Wake button press
struct GSEventRecord record;
memset(&record, 0, sizeof(record));
record.type = (buttons & buttonTwo) != 0 ?
kGSEventLockButtonDown :
kGSEventLockButtonUp;
record.timestamp = GSCurrentEventTimestamp();
FixRecord(&record);
GSSendSystemEvent(&record);
}
if (twas != tis || tis) {
// Main (left button) state changed, or was dragged
struct {
struct GSEventRecord record;
struct
{
struct GSEventRecordInfo info;
struct GSPathInfo path;
} data;
} event;
memset(&event, 0, sizeof(event));
event.record.type = kGSEventHand;
event.record.windowLocation = point;
event.record.timestamp = GSCurrentEventTimestamp();
event.record.infoSize = sizeof(event.data);
event.data.info.handInfo.type = twas == tis ?
kGSHandInfoTypeTouchDragged :
tis ?
kGSHandInfoTypeTouchDown :
kGSHandInfoTypeTouchUp;
event.data.info.handInfo._0x44 = 0x1;
event.data.info.handInfo._0x48 = tis ? 0x1 : 0x0;
event.data.info.pathPositions = 1;
event.data.path.pathIndex = 0x01;
event.data.path.pathIdentity = 0x02;
event.data.path.pathProximity = tis ? 0x03 : 0x00;
event.data.path.pathLocation = event.record.windowLocation;
if (twas != tis && tis)
{
// Button down and was not down before
port_ = 0;
CAWindowServer *server;
server = [CAWindowServer serverIfRunning];
char svrptrstr [255];
sprintf(svrptrstr, "%p", server);
NSLog(#"One!");
if (server = [CAWindowServer serverIfRunning])
//if (true)
{
NSLog(#"Two!");
//NSArray *displays([server displays]);
NSArray *displays = [server displays];
if (displays != nil && [displays count] != 0)
{
NSLog(#"Three!");
//CAWindowServer *display;
if (CAWindowServerDisplay *display = [displays objectAtIndex:0])
{
NSLog(#"Four!");
port_ = [display clientPortAtPosition:point];
}
}
}
if (port_ == 0)
{
// Is SpringBoard
if (purple == 0)
{
purple = GSGetPurpleSystemEventPort();
port_ = purple;
}
}
}
FixRecord(&event.record);
GSSendEvent(&event.record, port_);
NSLog(#"Event sent!");
//GSSendSystemEvent(&event.record);
//GSSendEvent(&event.record, purple);
}
if (purple != 0 && PurpleAllocated)
{
mach_port_deallocate(mach_task_self(), purple);
NSLog(#"Deallocated mach_port!");
}
}
but the app launch on the jailbreak ipad2(iOS5.01),there is no any click result,if click event was done,the debug.log would be there.
who can tell me what i have miss?

I've seen this code somewhere else (I think it was on an app that translated mouse clicks to iPhone/iPad taps). The problem here is not the code or the port, but the event structure you are sending. This is the GSevent structure for iOS 3.0, not for iOS 5.0. It has changed, not only in structure but in values and tags. I suggest receiving UIEvents, translating them into GSEvents and looking at their content.

Related

Long time press and random time values

I want to trigger an event after tot seconds of long press on a touch screen.
I'm trying to achieve this goal with the following code.
The problem is that the time that has passed is, in some way, random.
private float timePressed = 0.0f;
private float timeLastPress = 0.0f;
public float timeDelayThreshold = 2.0f;
void Update() {
checkForLongPress(timeDelayThreshold);
}
void checkForLongPress(float tim) {
for (int i = 0; i < Input.touchCount; i++)
{
if (Input.GetTouch(0).phase == TouchPhase.Began)
{
// If the user puts her finger on screen...
Debug.Log("Touch start");
timePressed = Time.time - timeLastPress;
}
if (Input.GetTouch(0).phase == TouchPhase.Ended)
{
// If the user raises her finger from screen
timeLastPress = Time.time;
Debug.Log("Releasing Touch");
Debug.Log("Time passed --> " + timePressed);
if (timePressed > tim)
{
Debug.Log("Closing APP");
// Is the time pressed greater than our time delay threshold?
Application.Quit();
}
}
}
}
The Fact is that this condition "(timePressed > tim)" is never true and i do not understand why.
Time.time returns The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game..
Fixed pseudo code:
if (Input.GetTouch(i).phase == TouchPhase.Began)
{
_timePressed = Time.time;
return;
}
if (Input.GetTouch(i).phase == TouchPhase.Ended)
{
var deltaTime = Time.time - _timePressed;
if (deltaTime > _maxTimeTreshold)
{
Application.Quit();
}
}

Kinect for Windows V2

In my project I need to detect multiple gestures, I made a .gbd file with 2 continuous gestures. I can detect the continuous gesture when the .gbd file had one gesture. When there is 2 gestures I am unable to read any one gesture. Do any one know the reason? Here I post my code. I used Body basics example from sdk, and added necessary functions separately to avoid memory leakage.
//separate function to initialize database, vgb frame source and vgb frame reader
void CBodyBasics::InitializeVGB()
{
HRESULT hr;
std::wstring sDbFile = L"ContinuousGestures.gbd";
hr = CreateVisualGestureBuilderDatabaseInstanceFromFile(sDbFile.c_str(), &m_pGestureDatabase);
if (SUCCEEDED(hr))
{
OutputDebugString(L"Success DB\n");
}
else
{
OutputDebugString(L"Failure DB\n");
}
for (int i = 0; i < BODY_COUNT; i++)
{
// Source
hr = CreateVisualGestureBuilderFrameSource(m_pKinectSensor, 0, &m_pVGBFrameSource[i]);
if (SUCCEEDED(hr))
{
OutputDebugString(L"Source created\n");
}
else
{
OutputDebugString(L"Soure creation failed\n");
}
// Reader
hr = m_pVGBFrameSource[i]->OpenReader(&m_pVGBFrameReader[i]);
if (SUCCEEDED(hr))
{
OutputDebugString(L"reader opened\n");
}
else
{
OutputDebugString(L"No reader\n");
}
}
}
//function to find the available gesture count, add the available gestures to source
void CBodyBasics::CheckGestureMultiple()
{
HRESULT hr;
hr = m_pGestureDatabase->get_AvailableGesturesCount(&iGestureCount);
//gesture count
if (SUCCEEDED(hr))
{
OutputDebugString(L"gesture #\n");
}
else
{
OutputDebugString(L"0 gesture\n");
}
StringCchPrintf(smessage, _countof(smessage), L"Gesture Count %d \n", iGestureCount);
OutputDebugString(smessage);
hr = m_pGestureDatabase->get_AvailableGestures(iGestureCount, m_pgesturelist);
//gesture list
if (SUCCEEDED(hr) && m_pgesturelist != nullptr)
{
OutputDebugString(L"received available gestures\n");
GestureType mtype;
WCHAR sName[260];
for (int i = 0; i < iGestureCount; ++i)
{
hr = m_pgesturelist[i]->get_GestureType(&mtype);
//gesture type
if (SUCCEEDED(hr))
{
OutputDebugString(L"gesture type\n");
if (mtype == GestureType_Discrete)
{
OutputDebugString(L"discrete\n");
}
else if (mtype == GestureType_Continuous)
{
OutputDebugString(L"continuous\n");
}
}
else
{
OutputDebugString(L"no gesture type\n");
}
hr = m_pgesturelist[i]->get_Name(260, sName);
//gesture name
if (SUCCEEDED(hr))
{
OutputDebugString(L"gesture name\n");
StringCchPrintf(smessage, _countof(smessage), L"%s \t %d \n", sName, i);
OutputDebugString(smessage);
}
else
{
OutputDebugString(L"no name\n");
}
}
}
else
{
OutputDebugString(L"not received gestures\n");
}
for (int i = 0; i < BODY_COUNT; ++i)
{
//add gestures to the source
hr = m_pVGBFrameSource[i]->AddGestures(iGestureCount, m_pgesturelist);
if (SUCCEEDED(hr))
{
OutputDebugString(L"Gesture added\n");
}
else
{
OutputDebugString(L"not added\n");
}
}
}
//function to read the vgb frame and process if the gesture is detected
void CBodyBasics::ReadVGBFrameMultiple(int t_bodyCount)
{
HRESULT hr;
for (int i = 0; i < t_bodyCount; i++)
{
hr = m_pVGBFrameReader[i]->CalculateAndAcquireLatestFrame(&m_pVGBFrame);
if (SUCCEEDED(hr) && m_pVGBFrame != nullptr)
{
OutputDebugString(L"vgb frame\n");
BOOLEAN bGestureTracked = false;
hr = m_pVGBFrame->get_IsTrackingIdValid(&bGestureTracked);
if (SUCCEEDED(hr) && bGestureTracked)
{
OutputDebugString(L"valid gesture id and gesture tracked\n");
GestureType gesturetype;
m_pgesturelist[i]->get_GestureType(&gesturetype);
switch (gesturetype)
{
case GestureType::GestureType_Discrete:
hr = m_pVGBFrame->get_DiscreteGestureResult(m_pgesturelist[i], &m_pDiscreteResult);
if (SUCCEEDED(hr) && m_pDiscreteResult != nullptr)
{
OutputDebugString(L"discrete result\n");
BOOLEAN bDetected = false;
hr = m_pDiscreteResult->get_Detected(&bDetected);
if (SUCCEEDED(hr) && bDetected)
{
OutputDebugString(L"gesture detected\n");
StringCchPrintf(smessage, _countof(smessage), L"gesture detected %d\n", bDetected);
OutputDebugString(smessage);
float confidence = 0.0f;
hr = m_pDiscreteResult->get_Confidence(&confidence);
if (SUCCEEDED(hr) && confidence != 0.0f)
{
OutputDebugString(L"confidence is detected \t");
//if (confidence > 0.3f)
//{
StringCchPrintf(smessage, _countof(smessage), L"confidence value is %f\n", confidence);
OutputDebugString(smessage);
//}
}
else
{
OutputDebugString(L"no confidence\n");
}
}
else
{
OutputDebugString(L"gesture not detected\n");
}
}
else
{
OutputDebugString(L"no discrete result\n");
}
case GestureType::GestureType_Continuous:
hr = m_pVGBFrame->get_ContinuousGestureResult(m_pgesturelist[i], &m_pContinousResult);
if (SUCCEEDED(hr) && m_pContinousResult != nullptr)
{
OutputDebugString(L"continuous gesture\n");
WCHAR gesturename[100];
hr = m_pgesturelist[i]->get_Name(100, gesturename);
//if (gesturename == L"SwipeLeft")
//{
float progress = 0.0f;
OutputDebugString(L"get progress of continuous gesture \t");
hr = m_pContinousResult->get_Progress(&progress);
if (SUCCEEDED(hr) && progress != 0.0f)
{
StringCchPrintf(smessage, _countof(smessage), L"progress value is %f\n", progress);
OutputDebugString(smessage);
}
//}
}
else
{
OutputDebugString(L"no continuous gesture\n");
}
default:
break;
}
}
else
{
OutputDebugString(L"invalid gesture id\n");
}
}
else
{
OutputDebugString(L"no frame\n");
}
}
}
Is there wrong in my code? Do I need to modify my code? Can anyone help me?

Need help on rotating image view with animation on orientation change (4 side rotation) in android

i have a image view and i need to rotate(with IOS like animation) the image view on orientation change in android(portrait,landscape,reverse portrait and reverse landscape).
please advice
void rotateAndSet(int angle) {
if (currentAngle != angle || currentImage != currentBaseImage) { // This
// is
// to
// remove
// unnecessary
// drawing
currentAngle = angle;
currentImage = currentBaseImage;
myImg = decodeBase64(currentBaseImage);
matrix = new Matrix();
matrix.postRotate(angle);
Bitmap rotated = Bitmap.createBitmap(myImg, 0, 0, myImg.getWidth(),
myImg.getHeight(), matrix, true);
RelativeLayout.LayoutParams param = new RelativeLayout.LayoutParams(
LayoutParams.MATCH_PARENT, LayoutParams.MATCH_PARENT);
param.addRule(RelativeLayout.ALIGN_PARENT_TOP);
/*RotateAnimation animation = new RotateAnimation(0, 90,Animation.RELATIVE_TO_SELF,0.5f,Animation.RELATIVE_TO_SELF,0.5f);
animation.setInterpolator(new LinearInterpolator());
animation.setFillAfter(true);
animation.setDuration(800);
ivFullScreen.startAnimation(animation); */
ivFullScreen.setLayoutParams(param);
ivFullScreen.setImageBitmap(rotated);
}
}
i got it
public void onSensorChanged(SensorEvent event) {
synchronized (this) {
if (event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) {
RotateAnimation animation = null;
if (event.values[0] < 4 && event.values[0] > -4) {
if (event.values[1] > 0 && orientation != ExifInterface.ORIENTATION_ROTATE_90) {
// UP
orientation = ExifInterface.ORIENTATION_ROTATE_90;
Log.i("testme","up");
animation = getRotateAnimation(0);
degrees = 0;
} else if (event.values[1] < 0 && orientation != ExifInterface.ORIENTATION_ROTATE_270) {
// UP SIDE DOWN
Log.i("testme","up side down");
orientation = ExifInterface.ORIENTATION_ROTATE_270;
animation = getRotateAnimation(180);
degrees = 180;
}
} else if (event.values[1] < 4 && event.values[1] > -4) {
if (event.values[0] > 0 && orientation != ExifInterface.ORIENTATION_NORMAL) {
// LEFT
Log.i("testme","left");
orientation = ExifInterface.ORIENTATION_NORMAL;
animation = getRotateAnimation(-270);
degrees =-270;
} else if (event.values[0] < 0 && orientation != ExifInterface.ORIENTATION_ROTATE_180) {
// RIGHT
Log.i("testme","right");
orientation = ExifInterface.ORIENTATION_ROTATE_180;
animation = getRotateAnimation(270);
degrees = 270;
}
}
if (animation != null) {
ivFullScreen.startAnimation(animation);
}
}
}
}

Drag and drop in unity 2d

I am trying to implement drag and drop functionality for my game in unity 2d. I have multiple copies of same object in my screen and they differ only by collider name. I attached the same script to them. Here is a piece of my code
function Start () {
playerTouches = [-1, -1];
}
function resetPlayer(touchNumber: int) {
for(var i = 0; i < playerTouches.length; ++i) {
if(touchNumber == playerTouches[i]) {
playerTouches[i] = -1;
}
}
}
function getCollider(vec: Vector2) {
var ray : Ray = Camera.main.ScreenPointToRay(vec);
var hit : RaycastHit2D = Physics2D.Raycast(ray.origin, ray.direction);
if (hit) {
if (hit.collider != null) {
Debug.Log(hit.collider.name);
return hit.collider.name;
} else {
Debug.Log("is null");
return "null";
}
} else {
Debug.Log("empty");
return "";
}
return "";
}
function processTouch(touch: Touch, touchNumber: int) {
if(touch.phase == TouchPhase.Began) {
var colliderName: String = getCollider(touch.position);
if(colliderName == "Object01" && playerTouches[0] == -1) {
playerTouches[0] = touchNumber;
} else if(colliderName == "Object02" && playerTouches[1] == -1) {
playerTouches[1] = touchNumber;
}
} else if(touch.phase == TouchPhase.Moved) {
// get object and change coords
} else if(touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled) {
resetPlayer(touchNumber);
}
}
function Update() {
if(Input.touchCount > 0) {
//Debug.Log("count = " + Input.touchCount);
for(var i = 0; i < Input.touchCount; i++)
{
processTouch(Input.GetTouch(i), i);
//Debug.Log("touch : " + i + " " + Input.GetTouch(i).position);
}
}
}
For now I'm detecting on which object user touch. I need to be able to get that object and change it's position.
I also found this code snippet which allows to move rigidbody
var touchDeltaPosition: Vector2 = touch.deltaPosition;
var touchPosition: Vector2;
touchPosition.Set(touchDeltaPosition.x, touchDeltaPosition.y);
rigidbody2D.transform.position = Vector2.Lerp(transform.position, touchPosition, Time.deltaTime * spd);
but it moves all objects regardless of what object I select.
Well, you can do like this. If you have 12 copies of same object and want to move the object which selected by user. So when user Touches the object Change that GameObject tag or Name to another tag. Afterward you can use the some Conditional Statement to work with your code.
Example :
if(Input.GetMouseButtonDown(0)) {
Debug.Log("Mouse is down");
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo = new RaycastHit();
//bool hit = Physics.Raycast (Camera.main.ScreenPointToRay (Input.mousePosition), out hitInfo);
if(Physics.Raycast(ray, out hitInfo, 30)) {
Debug.Log("Hit " + hitInfo.transform.gameObject.name);
if(hitInfo.transform.gameObject.tag == "Deselected") {
//Debug.Log ("It's working! Attaching MoveCube Script to game :" + hitInfo.transform.gameObject.tag);
findObject = GameObject.FindGameObjectsWithTag("Deselected");
foreach(GameObject go in findObject) {
//go.gameObject.renderer.material.color = Color.white;
go.GetComponent<MoveCube>().enabled = false;
if(hitInfo.transform.gameObject.name.Equals(go.gameObject.name)) {
//hitInfo.transform.renderer.material.color = Color.white;
hitInfo.transform.gameObject.GetComponent<MoveCube>().enabled = true;
changeTAG = true;
} else {
hitInfo.transform.gameObject.tag = "Deselected"
}
}
playerObject = GameObject.FindGameObjectsWithTag("Player");
foreach(GameObject game in playerObject) {
count++;
if(count == 1) {
hitInfo.transform.gameObject.tag = "Player";
}
if(count >= 1) {
game.gameObject.tag = "Deselected";
game.gameObject.GetComponent<MoveCube>().enabled = false;
//game.gameObject.renderer.material.color = Color.white;
}
}
if(changeTAG) {
hitInfo.transform.gameObject.tag = "Player";
/*if (hitInfo.transform.gameObject.GetComponent<Rigidbody> ()) {
Debug.Log ("RigidBody is already added Can't add another RigidBody");
hitInfo.transform.rigidbody.WakeUp ();
} else {
hitInfo.transform.gameObject.AddComponent<Rigidbody> ().useGravity = false;
// hitInfo.transform.gameObject.GetComponent<Rigidbody> ().WakeUp ();
}*/
changeTAG = false;
} else if(!changeTAG) {
hitInfo.transform.gameObject.tag = "Deselected";
}
} else {
Debug.Log("Not Working");
}
} else {
Debug.Log("No hit");
}
Debug.Log("Mouse is down");
}
The above code is for Change the tag for selected and deselected cube. After that you can easily identify the Selected gameObject and can move it where ever you want.
You can use this code in the Update function.

Minmax Algorithm for tic-tac-toe game in Objective-C

I am writing a minmax algorithm as the artificial intelligence for a tic-tac-toe game, I followed the similar instruction here, but the algorithm seems not intelligent enough, even though I tried to search deeper in the tree, can anyone help to analyze where goes wrong? thank you very much in advance!
- (int) miniMax:(int)depth : (UIImage*) player {
NSMutableArray *steps = [self generateMoves];
if (depth == 0 || [steps count] == 0) {
return [self evaluate];
}
int bestScore = player == myImg ? -1000000 : 1000000;
int currentScore = 0;
for (UIImageView *step in steps) {
step.image = player;
if (player == myImg) {
UIImage *opp = player == xImg ? oImg : xImg;
currentScore = [self miniMax:depth - 1 :opp];
if (currentScore > bestScore) {
bestScore = currentScore;
nextStep = step;
}
} else {
UIImage *opp = player == xImg ? oImg : xImg;
currentScore = [self miniMax:depth - 1 :opp];
if (currentScore < bestScore) {
bestScore = currentScore;
nextStep = step;
}
}
step.image = NULL;
}
return bestScore;
}
- (int) evaluate {
int score = 0;
score += [self evaluateLine:img0 :img1 :img2];
score += [self evaluateLine:img3 :img4 :img5];
score += [self evaluateLine:img6 :img7 :img8];
score += [self evaluateLine:img0 :img3 :img6];
score += [self evaluateLine:img1 :img4 :img7];
score += [self evaluateLine:img2 :img5 :img8];
score += [self evaluateLine:img2 :img4 :img6];
score += [self evaluateLine:img0 :img4 :img8];
return score;
}
- (int) evaluateLine:(UIImageView*)img1 :(UIImageView*)img2 :(UIImageView*)img3 {
int score = 0;
// first cell
if ([img1 image] == myImg) {
score = 1;
} else if ([img1 image] == oppImg){
score = -1;
}
// second cell
if ([img2 image] == myImg) {
if (score == 1) {
score = 10;
} else if (score == -1) {
return 0;
} else {
score = -1;
}
} else if ([img2 image] == oppImg){
if (score == -1) {
score = -10;
} else if (score == 1) {
return 0;
} else {
score = -1;
}
}
// third cell
if ([img3 image] == myImg) {
if (score > 0) {
score *= 10;
} else if (score < 0) {
return 0;
} else {
score = -1;
}
} else if ([img3 image] == oppImg){
if (score < 0) {
score *= 10;
} else if (score > 1) {
return 0;
} else {
score = -1;
}
}
return score;
}
What I use here is: if there exits the same image as the human player holds, the score plus 1. If there
are two or three player's image in a line or row or diagonal, the total score is 10 and 100 separately. If there exist both 'X' and 'O' in a same row, column or diagonal, the score is 0. Computer holds the negative score for these mentioned above.
Minimax assumes that the evaluation function is from the perspective of the first player. What you want is a function that always have a higher value if the first player is better.
It seems that your heuristic function adapts its value based on the current player (I am not an objective-C programmer). Change that function so that it does not know what myImg or oppImg is -- use xImg and oImg directly. Might just work.