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Home/ Questions/Q 9010873
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Editorial Team
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Editorial Team
Asked: June 16, 20262026-06-16T02:34:44+00:00 2026-06-16T02:34:44+00:00

I’ve got existing cross-platform C++ code to handle mouse-input, with methods like: onMouseDown(x,y,button) onMouseUp(x,y,button)

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I’ve got existing cross-platform C++ code to handle mouse-input, with methods like:

onMouseDown(x,y,button)
onMouseUp(x,y,button)
onMouseMove(x,y,buttons)

I’m porting functionality into a C++ iOS app… using the minimum Objective-C as required. I’d like to handle single-touch gestures to emulate mouse functionality so I can pass parameters into existing methods (as well as adding multitouch).

What would code look like to do this, ideally as a minimal sample app – it’s mainly the OBJ-C/C++ interaction that really confuses me?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-16T02:34:46+00:00Added an answer on June 16, 2026 at 2:34 am

    Here’s how I pass multi-touch to C++ code for an OpenGL program (with 1 or 2 fingers):

    // Set this in your ViewController's init code
    [self setMultipleTouchEnabled:YES];
    
    // Implement these in ViewController
    int touchCount = 0;
    UITouch* touch[2];
    
    - (void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event{ 
        NSArray* array = [touches allObjects];  
        UITouch* touchTemp; 
        int t;
        int touchedPixel[2];
    
        for(int i = 0; i < [array count]; ++i){
            touchTemp = [array objectAtIndex:i];
    
            if(touchCount >= 2)
                return;
    
            if(touch[0] == NULL)    
                t = 0;
            else
                t = 1;      
            touch[t] = touchTemp;
    
            CGPoint touchLoc = [touch[t] locationInView:(EAGLView *)self.view]; 
            ++touchCount;
    
            touchedPixel[X] = touchLoc.x;
            touchedPixel[Y] = touchLoc.y;
            mainScreen->push(t, touchedPixel);  // mainScreen is a C++ object for GL drawing.
        }
    }
    
    
    - (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event{
        NSArray* array = [touches allObjects];
        UITouch* touchTemp; 
        int t;
        int touchedPixel[2];
    
        for(int i = 0; i < [array count]; ++i){
            touchTemp = [array objectAtIndex:i];
            for(t = 0; t < 2; ++t){         // Find the matching touch in the array
                if(touchTemp == touch[t])
                    break;
            }       
            if(t == 2)                      // Return if touch was not found
                continue;
    
            CGPoint touchLoc = [touch[t] locationInView:(EAGLView *)self.view]; 
    
            touchedPixel[X] = touchLoc.x;
            touchedPixel[Y] = touchLoc.y;
            mainScreen->move(t, touchedPixel);
        }
    }
    
    
    - (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event{ 
        NSArray* array = [touches allObjects];
        UITouch* touchTemp; 
        int t;
        int touchedPixel[2];
    
        for(int i = 0; i < [array count]; ++i){
            touchTemp = [array objectAtIndex:i];
            for(t = 0; t < 2; ++t){         // Find the matching touch in the array
                if(touchTemp == touch[t])
                    break;
            }       
            if(t == 2)                      // Return if touch was not found
                continue;               
    
            CGPoint touchLoc = [touch[t] locationInView:(EAGLView *)self.view];
    
            touch[t] = NULL;
            --touchCount;
    
            touchedPixel[X] = touchLoc.x;
            touchedPixel[Y] = touchLoc.y;
            mainScreen->release(t, touchedPixel);
        }
    }
    
    - (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event{
        printf("Touch cancelled\n");
        [self touchesEnded:touches withEvent: event];
    }
    
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