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662a9e99f5
- remove cocos2dx folder - change all include paths in cocos2d to be relative
213 lines
7 KiB
Text
Vendored
213 lines
7 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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#import <Foundation/Foundation.h>
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#import "CCDirectorCaller.h"
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#import "CCDirector.h"
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#import "EAGLView.h"
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#import "CCEventDispatcher.h"
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#include "CCAutoreleasePool.h"
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static id s_sharedDirectorCaller;
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@interface NSObject(CADisplayLink)
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+(id) displayLinkWithTarget: (id)arg1 selector:(SEL)arg2;
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-(void) addToRunLoop: (id)arg1 forMode: (id)arg2;
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-(void) setFrameInterval: (int)interval;
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-(void) invalidate;
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@end
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@implementation CCDirectorCaller
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@synthesize interval;
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+(id) sharedDirectorCaller
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{
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if (s_sharedDirectorCaller == nil)
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{
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s_sharedDirectorCaller = [[CCDirectorCaller alloc] init];
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}
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return s_sharedDirectorCaller;
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}
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-(void) alloc
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{
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interval = 1;
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}
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-(void) dealloc
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{
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s_sharedDirectorCaller = nil;
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CCLOG("cocos2d: deallocing CCDirectorCaller %p", self);
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if (displayLink) {
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CVDisplayLinkRelease(displayLink);
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}
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CCLOG("--------------------------------------------------------------------------------");
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CCLOG("");
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CCLOG("");
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CCLOG("");
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[super dealloc];
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}
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- (CVReturn) getFrameForTime:(const CVTimeStamp*)outputTime
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{
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#if CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD
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//if( ! runningThread_ )
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//runningThread_ = [NSThread currentThread];
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NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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cocos2d::CCDirector::sharedDirector()->drawScene();
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cocos2d::CCPoolManager::sharedPoolManager()->pop();
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[[CCEventDispatcher sharedDispatcher] dispatchQueuedEvents];
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[[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:nil];
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// release the objects
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[pool release];
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#else
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[self performSelector:@selector(drawScene) onThread:[NSThread currentThread] withObject:nil waitUntilDone:YES];
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#endif
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return kCVReturnSuccess;
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}
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// This is the renderer output callback function
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static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeStamp* now, const CVTimeStamp* outputTime, CVOptionFlags flagsIn, CVOptionFlags* flagsOut, void* displayLinkContext)
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{
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// CVReturn result = [(CCDirectorCaller*)displayLinkContext getFrameForTime:outputTime];
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// return result;
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NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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cocos2d::CCDirector::sharedDirector()->mainLoop();
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[pool release];
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return kCVReturnSuccess;
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}
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- (void)timerFired:(id)sender
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{
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// It is good practice in a Cocoa application to allow the system to send the -drawRect:
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// message when it needs to draw, and not to invoke it directly from the timer.
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// All we do here is tell the display it needs a refresh
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NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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// get the opengl view
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EAGLView *openGLView = [EAGLView sharedEGLView];
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[openGLView lockOpenGLContext];
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// run the main cocos2d loop
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cocos2d::CCDirector::sharedDirector()->mainLoop();
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// flush buffer (this line is very important!)
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[[openGLView openGLContext] flushBuffer];
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[openGLView unlockOpenGLContext];
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// send any queued events
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[[CCEventDispatcher sharedDispatcher] dispatchQueuedEvents];
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[pool release];
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}
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-(void) startMainLoop
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{
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// CCDirector::setAnimationInterval() is called, we should invalide it first
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// [displayLink invalidate];
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// displayLink = nil;
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//
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// displayLink = [NSClassFromString(@"CADisplayLink") displayLinkWithTarget:self selector:@selector(doCaller:)];
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// [displayLink setFrameInterval: self.interval];
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// [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
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#if ! CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD
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NSThread* thread = [[NSThread alloc] initWithTarget:self selector:@selector(mainLoop) object:nil];
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[thread start];
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#endif
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// NSTimer
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[renderTimer invalidate];
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renderTimer = nil;
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renderTimer = [NSTimer timerWithTimeInterval:self.interval/60.0f //a 1ms time interval
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target:self
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selector:@selector(timerFired:)
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userInfo:nil
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repeats:YES];
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[[NSRunLoop currentRunLoop] addTimer:renderTimer
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forMode:NSDefaultRunLoopMode];
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[[NSRunLoop currentRunLoop] addTimer:renderTimer
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forMode:NSEventTrackingRunLoopMode]; //Ensure timer fires during resize
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/*
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// CVDisplayLink
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//cocos2d::CCDirector::sharedDirector()->gettimeofday();
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// Create a display link capable of being used with all active displays
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CVDisplayLinkCreateWithActiveCGDisplays(&displayLink);
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// Set the renderer output callback function
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CVDisplayLinkSetOutputCallback(displayLink, &MyDisplayLinkCallback, self);
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// Set the display link for the current renderer
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EAGLView *openGLView_ = (EAGLView*)[EAGLView sharedEGLView];
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CGLContextObj cglContext = (CGLContextObj)[[openGLView_ openGLContext] CGLContextObj];
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CGLPixelFormatObj cglPixelFormat = (CGLPixelFormatObj)[[openGLView_ pixelFormat] CGLPixelFormatObj];
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CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink, cglContext, cglPixelFormat);
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// Activate the display link
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CVDisplayLinkStart(displayLink);
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*/
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}
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-(void) end
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{
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[renderTimer invalidate];
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renderTimer = nil;
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[self release];
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}
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-(void) setAnimationInterval:(double)intervalNew
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{
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self.interval = 60.0 * intervalNew;
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[renderTimer invalidate];
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renderTimer = nil;
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renderTimer = [NSTimer timerWithTimeInterval:self.interval/60.0f //a 1ms time interval
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target:self
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selector:@selector(timerFired:)
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userInfo:nil
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repeats:YES];
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[[NSRunLoop currentRunLoop] addTimer:renderTimer
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forMode:NSDefaultRunLoopMode];
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[[NSRunLoop currentRunLoop] addTimer:renderTimer
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forMode:NSEventTrackingRunLoopMode];
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}
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-(void) doCaller: (id) sender
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{
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cocos2d::CCDirector::sharedDirector()->mainLoop();
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}
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@end
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