/* * cocos2d for iPhone: http://www.cocos2d-iphone.org * * Copyright (c) 2009 Valentin Milea * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ // Only compile this code on iOS. These files should NOT be included on your Mac project. // But in case they are included, it won't be compiled. #import #ifdef __IPHONE_OS_VERSION_MAX_ALLOWED #import /** CCTargetedTouchDelegate. Using this type of delegate results in two benefits: 1. You don't need to deal with NSSets, the dispatcher does the job of splitting them. You get exactly one UITouch per call. 2. You can *claim* a UITouch by returning YES in ccTouchBegan. Updates of claimed touches are sent only to the delegate(s) that claimed them. So if you get a move/ ended/cancelled update you're sure it's your touch. This frees you from doing a lot of checks when doing multi-touch. (The name TargetedTouchDelegate relates to updates "targeting" their specific handler, without bothering the other handlers.) @since v0.8 */ @protocol CCTargetedTouchDelegate /** Return YES to claim the touch. @since v0.8 */ - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event; @optional // touch updates: - (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event; - (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event; - (void)ccTouchCancelled:(UITouch *)touch withEvent:(UIEvent *)event; @end /** CCStandardTouchDelegate. This type of delegate is the same one used by CocoaTouch. You will receive all the events (Began,Moved,Ended,Cancelled). @since v0.8 */ @protocol CCStandardTouchDelegate @optional - (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)ccTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end #endif // __IPHONE_OS_VERSION_MAX_ALLOWED