nuclear@0: #import "glview.h" nuclear@0: #include "game.h" nuclear@0: #include "screen.h" nuclear@0: #include "logger.h" nuclear@0: nuclear@0: unsigned int default_fbo; nuclear@0: nuclear@0: static GLView *view; nuclear@0: nuclear@0: void request_redisplay() nuclear@0: { nuclear@0: // TODO nuclear@0: } nuclear@0: nuclear@0: void swap_buffers() nuclear@0: { nuclear@0: if(view) { nuclear@0: [view swap_buffers]; nuclear@0: } nuclear@0: } nuclear@0: nuclear@0: nuclear@0: @implementation GLView nuclear@0: nuclear@0: @synthesize animating; nuclear@0: @dynamic anim_frame_interval; nuclear@0: nuclear@0: // You must implement this method nuclear@0: + (Class)layerClass nuclear@0: { nuclear@0: return [CAEAGLLayer class]; nuclear@0: } nuclear@0: nuclear@0: nuclear@0: - (id)initWithFrame: (CGRect) frame nuclear@0: { nuclear@0: if((self = [super initWithFrame: frame])) nuclear@0: { nuclear@0: // Get the layer nuclear@0: CAEAGLLayer *eaglLayer = (CAEAGLLayer*)self.layer; nuclear@0: nuclear@0: //self.contentScaleFactor = 2.0; nuclear@0: nuclear@0: eaglLayer.opaque = TRUE; nuclear@0: eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:FALSE], nuclear@0: kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, nuclear@0: kEAGLDrawablePropertyColorFormat, nil]; nuclear@0: nuclear@0: // initialize OpenGL ES context nuclear@0: context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2]; nuclear@0: if(!context || ![EAGLContext setCurrentContext: context]) { nuclear@0: [self release]; nuclear@0: return self; nuclear@0: } nuclear@0: nuclear@0: // create the framebuffer nuclear@0: glGenFramebuffers(1, &fbo); nuclear@0: glBindFramebuffer(GL_FRAMEBUFFER, fbo); nuclear@0: nuclear@0: glGenRenderbuffers(1, &rbuf_color); nuclear@0: glBindRenderbuffer(GL_RENDERBUFFER, rbuf_color); nuclear@0: glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rbuf_color); nuclear@0: nuclear@0: glGenRenderbuffers(1, &rbuf_depth); nuclear@0: glBindRenderbuffer(GL_RENDERBUFFER, rbuf_depth); nuclear@0: glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbuf_depth); nuclear@0: nuclear@0: default_fbo = fbo; nuclear@0: nuclear@0: animating = FALSE; nuclear@0: display_link_supported = FALSE; nuclear@0: anim_frame_interval = 1; nuclear@0: display_link = nil; nuclear@0: anim_timer = nil; nuclear@0: nuclear@0: // A system version of 3.1 or greater is required to use CADisplayLink. The NSTimer nuclear@0: // class is used as fallback when it isn't available. nuclear@0: NSString *reqSysVer = @"3.1"; nuclear@0: NSString *currSysVer = [[UIDevice currentDevice] systemVersion]; nuclear@0: if([currSysVer compare: reqSysVer options: NSNumericSearch] != NSOrderedAscending) { nuclear@0: display_link_supported = TRUE; nuclear@0: } nuclear@0: nuclear@0: self.multipleTouchEnabled = 1; nuclear@0: nuclear@0: if(!game_init()) { nuclear@0: exit(1); nuclear@0: } nuclear@0: } nuclear@0: nuclear@0: view = self; nuclear@0: return self; nuclear@0: } nuclear@0: nuclear@0: - (void)drawView: (id)sender nuclear@0: { nuclear@0: game_display(); nuclear@0: } nuclear@0: nuclear@0: - (void)swap_buffers nuclear@0: { nuclear@0: glBindRenderbuffer(GL_RENDERBUFFER, rbuf_color); nuclear@0: [context presentRenderbuffer: GL_RENDERBUFFER]; nuclear@0: } nuclear@0: nuclear@0: - (BOOL)resize: (CAEAGLLayer*)layer nuclear@0: { nuclear@0: glBindFramebuffer(GL_FRAMEBUFFER, fbo); nuclear@0: nuclear@0: glBindRenderbuffer(GL_RENDERBUFFER, rbuf_color); nuclear@0: [context renderbufferStorage: GL_RENDERBUFFER fromDrawable: layer]; nuclear@0: glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &xsz); nuclear@0: glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &ysz); nuclear@0: nuclear@0: glBindRenderbuffer(GL_RENDERBUFFER, rbuf_depth); nuclear@0: glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, xsz, ysz); nuclear@0: nuclear@0: if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { nuclear@0: error_log("resize failed, framebuffer incomplete\n"); nuclear@0: return FALSE; nuclear@0: } nuclear@0: assert(glGetError() == GL_NO_ERROR); nuclear@0: nuclear@0: game_reshape(xsz, ysz); nuclear@0: return TRUE; nuclear@0: } nuclear@0: nuclear@0: - (void)layoutSubviews nuclear@0: { nuclear@0: [self resize: (CAEAGLLayer*)self.layer]; nuclear@0: [self drawView:nil]; nuclear@0: } nuclear@0: nuclear@0: - (NSInteger)anim_frame_interval nuclear@0: { nuclear@0: return anim_frame_interval; nuclear@0: } nuclear@0: nuclear@0: - (void)setAnimationFrameInterval: (NSInteger)frameInterval nuclear@0: { nuclear@0: // Frame interval defines how many display frames must pass between each time the nuclear@0: // display link fires. The display link will only fire 30 times a second when the nuclear@0: // frame internal is two on a display that refreshes 60 times a second. The default nuclear@0: // frame interval setting of one will fire 60 times a second when the display refreshes nuclear@0: // at 60 times a second. A frame interval setting of less than one results in undefined nuclear@0: // behavior. nuclear@0: if(frameInterval >= 1) { nuclear@0: anim_frame_interval = frameInterval; nuclear@0: nuclear@0: if(animating) { nuclear@0: [self stopAnimation]; nuclear@0: [self startAnimation]; nuclear@0: } nuclear@0: } nuclear@0: } nuclear@0: nuclear@0: - (void)startAnimation nuclear@0: { nuclear@0: if(!animating) { nuclear@0: if(display_link_supported) { nuclear@0: // CADisplayLink is API new to iPhone SDK 3.1. Compiling against earlier versions will result in a warning, but can be dismissed nuclear@0: // if the system version runtime check for CADisplayLink exists in -initWithCoder:. The runtime check ensures this code will nuclear@0: // not be called in system versions earlier than 3.1. nuclear@0: nuclear@0: display_link = [NSClassFromString(@"CADisplayLink") displayLinkWithTarget:self selector:@selector(drawView:)]; nuclear@0: [display_link setFrameInterval: anim_frame_interval]; nuclear@0: [display_link addToRunLoop: [NSRunLoop currentRunLoop] forMode: NSDefaultRunLoopMode]; nuclear@0: } else { nuclear@0: anim_timer = [NSTimer scheduledTimerWithTimeInterval: (NSTimeInterval)((1.0 / 60.0) * anim_frame_interval) nuclear@0: target: self selector: @selector(drawView:) userInfo: nil repeats: TRUE]; nuclear@0: } nuclear@0: nuclear@0: animating = TRUE; nuclear@0: } nuclear@0: } nuclear@0: nuclear@0: - (void)stopAnimation nuclear@0: { nuclear@0: if(animating) { nuclear@0: if(display_link_supported) { nuclear@0: [display_link invalidate]; nuclear@0: display_link = nil; nuclear@0: } else { nuclear@0: [anim_timer invalidate]; nuclear@0: anim_timer = nil; nuclear@0: } nuclear@0: nuclear@0: animating = FALSE; nuclear@0: } nuclear@0: } nuclear@0: nuclear@0: - (void)dealloc nuclear@0: { nuclear@0: game_cleanup(); nuclear@0: nuclear@0: if(fbo) { nuclear@0: glDeleteFramebuffers(1, &fbo); nuclear@0: fbo = 0; nuclear@0: default_fbo = 0; nuclear@0: } nuclear@0: if(rbuf_color) { nuclear@0: glDeleteRenderbuffers(1, &rbuf_color); nuclear@0: rbuf_color = 0; nuclear@0: } nuclear@0: if(rbuf_depth) { nuclear@0: glDeleteRenderbuffers(1, &rbuf_depth); nuclear@0: rbuf_depth = 0; nuclear@0: } nuclear@0: nuclear@0: if([EAGLContext currentContext] == context) { nuclear@0: [EAGLContext setCurrentContext: nil]; nuclear@0: } nuclear@0: [context release]; nuclear@0: context = nil; nuclear@0: nuclear@0: [super dealloc]; nuclear@0: } nuclear@0: nuclear@0: #define MOUSEX(x) ((int)((x) * xsz / 320.0)) nuclear@0: #define MOUSEY(y) ((int)((y) * ysz / 480.0)) nuclear@0: static bool bn_pressed; nuclear@0: nuclear@0: - (void)touchesBegan: (NSSet*)touches withEvent: (UIEvent*)event nuclear@0: { nuclear@0: UITouch *touch = [[touches allObjects] objectAtIndex: 0]; nuclear@0: CGPoint pt = [touch locationInView: self]; nuclear@0: nuclear@0: int x = MOUSEX(pt.x); nuclear@0: int y = MOUSEY(pt.y); nuclear@0: current_screen()->button(0, true, x, y); nuclear@0: nuclear@0: bn_pressed = true; nuclear@0: } nuclear@0: nuclear@0: - (void)touchesMoved: (NSSet*)touches withEvent: (UIEvent*)event nuclear@0: { nuclear@0: UITouch *touch = [[touches allObjects] objectAtIndex: 0]; nuclear@0: CGPoint pt = [touch locationInView: self]; nuclear@0: nuclear@0: int x = MOUSEX(pt.x); nuclear@0: int y = MOUSEY(pt.y); nuclear@0: current_screen()->motion(x, y, bn_pressed); nuclear@0: } nuclear@0: nuclear@0: - (void)touchesEnded: (NSSet*)touches withEvent: (UIEvent*)event nuclear@0: { nuclear@0: UITouch *touch = [[touches allObjects] objectAtIndex: 0]; nuclear@0: CGPoint pt = [touch locationInView: self]; nuclear@0: nuclear@0: int x = MOUSEX(pt.x); nuclear@0: int y = MOUSEY(pt.y); nuclear@0: current_screen()->button(0, false, x, y); nuclear@0: bn_pressed = false; nuclear@0: } nuclear@0: nuclear@0: - (void)touchesCancelled: (NSSet*)touches withEvent: (UIEvent*)event nuclear@0: { nuclear@0: [self touchesEnded: touches withEvent: event]; nuclear@0: } nuclear@0: nuclear@0: @end