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662a9e99f5
- remove cocos2dx folder - change all include paths in cocos2d to be relative
489 lines
12 KiB
Text
Vendored
489 lines
12 KiB
Text
Vendored
/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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/*
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* Idea of subclassing NSOpenGLView was taken from "TextureUpload" Apple's sample
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*/
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#import <Availability.h>
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#import "EAGLView.h"
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#import "CCEGLView.h"
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#import <OpenGL/gl.h>
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#import "CCDirector.h"
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#import "ccConfig.h"
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#import "CCSet.h"
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#import "CCTouch.h"
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#import "CCIMEDispatcher.h"
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#import "CCWindow.h"
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#import "CCEventDispatcher.h"
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#import "CCEGLView.h"
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//USING_NS_CC;
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static EAGLView *view;
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@implementation EAGLView
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@synthesize eventDelegate = eventDelegate_, isFullScreen = isFullScreen_, frameZoomFactor=frameZoomFactor_;
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+(id) sharedEGLView
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{
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return view;
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}
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- (id) initWithFrame:(NSRect)frameRect
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{
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self = [self initWithFrame:frameRect shareContext:nil];
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return self;
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}
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- (id) initWithFrame:(NSRect)frameRect shareContext:(NSOpenGLContext*)context
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{
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NSOpenGLPixelFormatAttribute attribs[] =
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{
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// NSOpenGLPFAAccelerated,
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// NSOpenGLPFANoRecovery,
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NSOpenGLPFADoubleBuffer,
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NSOpenGLPFADepthSize, 24,
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0
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};
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NSOpenGLPixelFormat *pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attribs];
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if (!pixelFormat)
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NSLog(@"No OpenGL pixel format");
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if( (self = [super initWithFrame:frameRect pixelFormat:[pixelFormat autorelease]]) ) {
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if( context )
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[self setOpenGLContext:context];
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// event delegate
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eventDelegate_ = [CCEventDispatcher sharedDispatcher];
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}
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cocos2d::CCEGLView::sharedOpenGLView()->setFrameSize(frameRect.size.width, frameRect.size.height);
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frameZoomFactor_ = 1.0f;
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view = self;
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return self;
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}
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- (id) initWithFrame:(NSRect)frameRect pixelFormat:(NSOpenGLPixelFormat *)format{
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// event delegate
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eventDelegate_ = [CCEventDispatcher sharedDispatcher];
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cocos2d::CCEGLView::sharedOpenGLView()->setFrameSize(frameRect.size.width, frameRect.size.height);
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frameZoomFactor_ = 1.0f;
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view = self;
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[super initWithFrame:frameRect pixelFormat:format];
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return self;
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}
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- (void) update
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{
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// XXX: Should I do something here ?
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[super update];
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}
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- (void) prepareOpenGL
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{
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// XXX: Initialize OpenGL context
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[super prepareOpenGL];
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// Make this openGL context current to the thread
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// (i.e. all openGL on this thread calls will go to this context)
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[[self openGLContext] makeCurrentContext];
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// Synchronize buffer swaps with vertical refresh rate
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GLint swapInt = 1;
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[[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];
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// GLint order = -1;
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// [[self openGLContext] setValues:&order forParameter:NSOpenGLCPSurfaceOrder];
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}
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- (NSUInteger) depthFormat
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{
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return 24;
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}
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- (void) setFrameZoomFactor:(float)frameZoomFactor
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{
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frameZoomFactor_ = frameZoomFactor;
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NSRect winRect = [[self window] frame];
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NSRect viewRect = [self frame];
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// compute the margin width and margin height
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float diffX = winRect.size.width - viewRect.size.width;
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float diffY = winRect.size.height - viewRect.size.height;
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// new window width and height
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float newWindowWidth = (int)(viewRect.size.width * frameZoomFactor + diffX);
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float newWindowHeight = (int)(viewRect.size.height * frameZoomFactor + diffY);
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// display window in the center of the screen
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NSRect screenRect = [[NSScreen mainScreen] frame];
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float originX = (screenRect.size.width - newWindowWidth) / 2;
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float originY = (screenRect.size.height - newWindowHeight) / 2;
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[[self window] setFrame:NSMakeRect(originX, originY, newWindowWidth, newWindowHeight) display:true];
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}
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- (void) reshape
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{
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// We draw on a secondary thread through the display link
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// When resizing the view, -reshape is called automatically on the main thread
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// Add a mutex around to avoid the threads accessing the context simultaneously when resizing
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[self lockOpenGLContext];
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// NSRect rect = [self bounds];
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cocos2d::CCDirector *director = cocos2d::CCDirector::sharedDirector();
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// CGSize size = NSSizeToCGSize(rect.size);
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// cocos2d::CCSize ccsize = cocos2d::CCSizeMake(size.width, size.height);
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//director->reshapeProjection(ccsize);
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// avoid flicker
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director->drawScene();
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// [self setNeedsDisplay:YES];
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[self unlockOpenGLContext];
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}
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-(void) lockOpenGLContext
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{
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NSOpenGLContext *glContext = [self openGLContext];
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NSAssert( glContext, @"FATAL: could not get openGL context");
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[glContext makeCurrentContext];
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CGLLockContext((CGLContextObj)[glContext CGLContextObj]);
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}
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-(void) unlockOpenGLContext
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{
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NSOpenGLContext *glContext = [self openGLContext];
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NSAssert( glContext, @"FATAL: could not get openGL context");
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CGLUnlockContext((CGLContextObj)[glContext CGLContextObj]);
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}
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- (void) dealloc
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{
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CCLOGINFO(@"cocos2d: deallocing EAGLView %@", self);
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[super dealloc];
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}
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-(int) getWidth
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{
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NSSize bound = [self bounds].size;
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return bound.width;
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}
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-(int) getHeight
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{
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NSSize bound = [self bounds].size;
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return bound.height;
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}
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-(void) swapBuffers
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{
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}
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//
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// setFullScreen code taken from GLFullScreen example by Apple
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//
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- (void) setFullScreen:(BOOL)fullscreen
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{
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// Mac OS X 10.6 and later offer a simplified mechanism to create full-screen contexts
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#if MAC_OS_X_VERSION_MIN_REQUIRED > MAC_OS_X_VERSION_10_5
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if (isFullScreen_ == fullscreen)
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return;
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EAGLView *openGLview = [[self class] sharedEGLView];
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if( fullscreen ) {
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originalWinRect_ = [openGLview frame];
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// Cache normal window and superview of openGLView
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if(!windowGLView_)
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windowGLView_ = [[openGLview window] retain];
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[superViewGLView_ release];
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superViewGLView_ = [[openGLview superview] retain];
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// Get screen size
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NSRect displayRect = [[NSScreen mainScreen] frame];
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// Create a screen-sized window on the display you want to take over
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fullScreenWindow_ = [[CCWindow alloc] initWithFrame:displayRect fullscreen:YES];
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// Remove glView from window
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[openGLview removeFromSuperview];
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// Set new frame
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[openGLview setFrame:displayRect];
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// Attach glView to fullscreen window
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[fullScreenWindow_ setContentView:openGLview];
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// Show the fullscreen window
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[fullScreenWindow_ makeKeyAndOrderFront:self];
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[fullScreenWindow_ makeMainWindow];
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//[fullScreenWindow_ setNextResponder:superViewGLView_];
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} else {
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// Remove glView from fullscreen window
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[openGLview removeFromSuperview];
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// Release fullscreen window
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[fullScreenWindow_ release];
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fullScreenWindow_ = nil;
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// Attach glView to superview
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[superViewGLView_ addSubview:openGLview];
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// Set new frame
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[openGLview setFrame:originalWinRect_];
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// Show the window
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[windowGLView_ makeKeyAndOrderFront:self];
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[windowGLView_ makeMainWindow];
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}
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// issue #1189
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[windowGLView_ makeFirstResponder:openGLview];
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isFullScreen_ = fullscreen;
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//[openGLview retain]; // Retain +1
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// is this necessary?
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// re-configure glView
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//cocos2d::CCDirector *director = cocos2d::CCDirector::sharedDirector();
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//director->setOpenGLView(openGLview); //[self setView:openGLview];
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//[openGLview release]; // Retain -1
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[openGLview setNeedsDisplay:YES];
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#else
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#error Full screen is not supported for Mac OS 10.5 or older yet
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#error If you don't want FullScreen support, you can safely remove these 2 lines
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#endif
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}
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#if CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD
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#define DISPATCH_EVENT(__event__, __selector__) [eventDelegate_ queueEvent:__event__ selector:__selector__];
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#else
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#define DISPATCH_EVENT(__event__, __selector__) \
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id obj = eventDelegate_; \
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[obj performSelector:__selector__ \
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onThread:[(cocos2d::CCDirector*)[CCDirector sharedDirector] runningThread] \
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withObject:__event__ \
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waitUntilDone:NO];
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#endif
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#pragma mark EAGLView - Mouse events
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- (void)mouseDown:(NSEvent *)theEvent
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{
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NSPoint event_location = [theEvent locationInWindow];
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NSPoint local_point = [self convertPoint:event_location fromView:nil];
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float x = local_point.x;
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float y = [self getHeight] - local_point.y;
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int ids[1] = {0};
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float xs[1] = {0.0f};
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float ys[1] = {0.0f};
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ids[0] = [theEvent eventNumber];
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xs[0] = x / frameZoomFactor_;
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ys[0] = y / frameZoomFactor_;
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cocos2d::CCDirector::sharedDirector()->getOpenGLView()->handleTouchesBegin(1, ids, xs, ys);
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}
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- (void)mouseMoved:(NSEvent *)theEvent
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{
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DISPATCH_EVENT(theEvent, _cmd);
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}
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- (void)mouseDragged:(NSEvent *)theEvent
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{
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NSPoint event_location = [theEvent locationInWindow];
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NSPoint local_point = [self convertPoint:event_location fromView:nil];
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float x = local_point.x;
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float y = [self getHeight] - local_point.y;
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int ids[1] = {0};
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float xs[1] = {0.0f};
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float ys[1] = {0.0f};
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ids[0] = [theEvent eventNumber];
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xs[0] = x / frameZoomFactor_;
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ys[0] = y / frameZoomFactor_;
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cocos2d::CCDirector::sharedDirector()->getOpenGLView()->handleTouchesMove(1, ids, xs, ys);
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}
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- (void)mouseUp:(NSEvent *)theEvent
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{
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NSPoint event_location = [theEvent locationInWindow];
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NSPoint local_point = [self convertPoint:event_location fromView:nil];
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float x = local_point.x;
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float y = [self getHeight] - local_point.y;
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int ids[1] = {0};
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float xs[1] = {0.0f};
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float ys[1] = {0.0f};
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ids[0] = [theEvent eventNumber];
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xs[0] = x / frameZoomFactor_;
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ys[0] = y / frameZoomFactor_;
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cocos2d::CCDirector::sharedDirector()->getOpenGLView()->handleTouchesEnd(1, ids, xs, ys);
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}
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- (void)rightMouseDown:(NSEvent *)theEvent {
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DISPATCH_EVENT(theEvent, _cmd);
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// pass the event along to the next responder (like your NSWindow subclass)
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[super rightMouseDown:theEvent];
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}
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- (void)rightMouseDragged:(NSEvent *)theEvent {
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DISPATCH_EVENT(theEvent, _cmd);
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[super rightMouseDragged:theEvent];
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}
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- (void)rightMouseUp:(NSEvent *)theEvent {
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DISPATCH_EVENT(theEvent, _cmd);
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[super rightMouseUp:theEvent];
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}
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- (void)otherMouseDown:(NSEvent *)theEvent {
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DISPATCH_EVENT(theEvent, _cmd);
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[super otherMouseDown:theEvent];
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}
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- (void)otherMouseDragged:(NSEvent *)theEvent {
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DISPATCH_EVENT(theEvent, _cmd);
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[super otherMouseDragged:theEvent];
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}
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- (void)otherMouseUp:(NSEvent *)theEvent {
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DISPATCH_EVENT(theEvent, _cmd);
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[super otherMouseUp:theEvent];
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}
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- (void)mouseEntered:(NSEvent *)theEvent {
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DISPATCH_EVENT(theEvent, _cmd);
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[super mouseEntered:theEvent];
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}
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- (void)mouseExited:(NSEvent *)theEvent {
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DISPATCH_EVENT(theEvent, _cmd);
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[super mouseExited:theEvent];
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}
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-(void) scrollWheel:(NSEvent *)theEvent {
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DISPATCH_EVENT(theEvent, _cmd);
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[super scrollWheel:theEvent];
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}
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#pragma mark EAGLView - Key events
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-(BOOL) becomeFirstResponder
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{
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return YES;
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}
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-(BOOL) acceptsFirstResponder
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{
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return YES;
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}
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-(BOOL) resignFirstResponder
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{
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return YES;
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}
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- (void)keyDown:(NSEvent *)theEvent
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{
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DISPATCH_EVENT(theEvent, _cmd);
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// pass the event along to the next responder (like your NSWindow subclass)
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[super keyDown:theEvent];
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}
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- (void)keyUp:(NSEvent *)theEvent
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{
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DISPATCH_EVENT(theEvent, _cmd);
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// pass the event along to the next responder (like your NSWindow subclass)
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[super keyUp:theEvent];
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}
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- (void)flagsChanged:(NSEvent *)theEvent
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{
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DISPATCH_EVENT(theEvent, _cmd);
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}
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#pragma mark EAGLView - Touch events
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- (void)touchesBeganWithEvent:(NSEvent *)theEvent
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{
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DISPATCH_EVENT(theEvent, _cmd);
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}
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- (void)touchesMovedWithEvent:(NSEvent *)theEvent
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{
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DISPATCH_EVENT(theEvent, _cmd);
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}
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- (void)touchesEndedWithEvent:(NSEvent *)theEvent
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{
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DISPATCH_EVENT(theEvent, _cmd);
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}
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- (void)touchesCancelledWithEvent:(NSEvent *)theEvent
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{
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DISPATCH_EVENT(theEvent, _cmd);
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}
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@end
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