c# create barcode 4: The Game Controller in Objective-C

Encoder QR in Objective-C 4: The Game Controller

CHAPTER 4: The Game Controller
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} return (session != nil); }
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For each direction (input and output) the stream delegate is first set to this object, and next scheduled in the default run loop. Afterwards the stream is opened and ready for processing. When you re done working with the accessory, the streams are closed in the reverse order from above. In addition, you must release and clear the session variable.
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- (void)closeSession { [[session inputStream] close]; [[session inputStream] removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; [[session inputStream] setDelegate:nil]; [[session outputStream] close]; [[session outputStream] removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; [[session outputStream] setDelegate:nil]; [session release]; session = nil; }
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This sets up communications with the accessory, but how do you process incoming and outgoing data The answer should be familiar. Remember setting delegate to self in the above code You set the stream delegate to self because in this file you create a routine stream:handleEven:eventCode that processes stream events.
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- (void)stream:(NSStream *)aStream handleEvent:(NSStreamEvent)eventCode { switch (eventCode) { case NSStreamEventNone: break; case NSStreamEventOpenCompleted: break; case NSStreamEventHasBytesAvailable: [self readData]; break; case NSStreamEventHasSpaceAvailable: [self writeData]; break; case NSStreamEventErrorOccurred: break; case NSStreamEventEndEncountered: break; default: break; } }
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While all events should be taken into account in any released code, here you are only interested in reading and writing. The event NSStreamEventHasBytesAvailable: lets you know that there is data from the accessory that needs to be read and you call the
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CHAPTER 4: The Game Controller
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readData method. The event NSStreamEventHasSpaceAvailable: lets the code know that the outgoing stream has space for writing data and you call the writeData method. Note that the first event means that you have data that needs to be read and processed while the second event only indicates that you have space to write any data that is waiting to be written. The writeData routine very simply checks if the stream still has space available and if there is something to be written (_writeData length is greater than zero). If everything is a go, then you call the NSStream write:maxLength: method to actually send out the data.
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- (void)writeData { while (([[session outputStream] hasSpaceAvailable]) && ([_writeData length] > 0)) { NSInteger bytesWritten = [[session outputStream] write:[_writeData bytes] maxLength:[_writeData length]]; if (bytesWritten == -1) { // handle write error break; } else if (bytesWritten > 0) { [_writeData replaceBytesInRange:NSMakeRange(0, bytesWritten) withBytes:NULL length:0]; } } }
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If an NSStream has data to be read from the accessory by the iPhone application, then the readData method is called.
- (void)readData { uint8_t buf[EAD_INPUT_BUFFER_SIZE]; while ([[_session inputStream] hasBytesAvailable]) { NSInteger bytesRead = [[_session inputStream] read:buf maxLength:EAD_INPUT_BUFFER_SIZE]; if (buf[0] == 0x10) { [[NSNotificationCenter defaultCenter] postNotificationName:@"PBPRESSED" object:self]; // no user data } if (buf[0] == 0x20) { NSData *data = [[NSData alloc] initWithBytes:buf length:bytesRead]; unsigned char i = buf[1]; NSNumber *posInt = [[NSNumber alloc] initWithUnsignedChar:i]; NSLog(@"_readData position = %d",[posInt intValue]); NSMutableDictionary *dict = [[ NSMutableDictionary alloc] // we use a dictionary to send it via notification center init]; [ dict setObject:posInt forKey:@"parameter"];
CHAPTER 4: The Game Controller
[[NSNotificationCenter defaultCenter] postNotificationName:@"POTTURNED" object:self userInfo:dict]; [dict release]; }
First, the method sets up an input buffer into which raw bytes are read. Then, within the while loop, after all the bytes are read, two checks are performed. The first check looks to see if this is a button press, i.e., you have received a 0x10 command byte from the accessory. The other option is if you ve received knob position data from the accessory. In that case, you receive a 0x20 byte in the first position followed by a byte value from 0x00 to 0xFF indicating the position of rotation. In either case a button press or a knob rotation position a notification informs all listeners of the situation. In the case of a button pressed, no additional information is needed other than to know that the event occurred. However, in the case of a knob rotation, additional userInfo includes a dictionary entry with the key parameter referencing the knob s position that is sent as an NSNumber. All that remains to be done is for that application to use the information a button press or a new knob position as appropriate. Figure 4 17 shows the results of pressing the pushbutton several times and Figure 4 18 shows what happens when the knob is rotated to a new position.
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