GameView.mm 6.7 KB

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  1. //
  2. // GameView.m
  3. // danmaku
  4. //
  5. // Created by Sam Jaffe on 5/22/19.
  6. // Copyright © 2019 Sam Jaffe. All rights reserved.
  7. //
  8. #import "GameView.h"
  9. #include <memory>
  10. #include <OpenGL/gl3.h>
  11. #include "game/engine/events.hpp"
  12. #include "game/engine/game_dispatch.hpp"
  13. #include "game/graphics/renderer.hpp"
  14. namespace env { namespace detail {
  15. extern void resize_screen(math::vec2i const&);
  16. }}
  17. static std::shared_ptr<graphics::direct_renderer> renderer;
  18. static std::shared_ptr<engine::game_dispatch> game;
  19. @implementation GameView
  20. - (id)initWithFrame:(NSRect)aRect {
  21. NSOpenGLPixelFormatAttribute attr[] = {
  22. NSOpenGLPFADoubleBuffer,
  23. NSOpenGLPFAOpenGLProfile,
  24. NSOpenGLProfileVersion3_2Core,
  25. 0
  26. };
  27. // create pixel format
  28. NSOpenGLPixelFormat *nsglFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attr];
  29. // create the context...
  30. if (!(self = [super initWithFrame:aRect pixelFormat:nsglFormat])) {
  31. return nil;
  32. }
  33. // make the context current
  34. NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:nsglFormat
  35. shareContext:nil];
  36. [self setOpenGLContext:context];
  37. [self setPixelFormat:nsglFormat];
  38. [[self openGLContext] makeCurrentContext];
  39. return self;
  40. }
  41. - (void)prepareOpenGL {
  42. using graphics::direct_renderer;
  43. using graphics::driver;
  44. renderer = std::make_shared<direct_renderer>(driver::openGL);
  45. game = std::make_shared<engine::game_dispatch>(renderer);
  46. renderer->clear();
  47. // enable vertical sychronization to refresh rate
  48. const GLint vals = 0x01;
  49. [[self openGLContext] setValues:&vals forParameter:NSOpenGLCPSwapInterval];
  50. const GLint opaque = 0;
  51. [[self openGLContext] setValues:&opaque
  52. forParameter:NSOpenGLCPSurfaceOpacity];
  53. }
  54. - (void)drawRect:(NSRect)dirtyRect {
  55. // glClear(GL_COLOR_BUFFER_BIT);
  56. // glLoadIdentity();
  57. env::detail::resize_screen({{(int)dirtyRect.size.width,
  58. (int)dirtyRect.size.height}});
  59. renderer->clear();
  60. game->render();
  61. // glFlush();
  62. // the correct way to do double buffering on Mac is this:
  63. [[self openGLContext] flushBuffer];
  64. int err;
  65. if ((err = glGetError()) != 0) {
  66. NSLog(@"glGetError(): %d", err);
  67. }
  68. }
  69. - (void)reshape {
  70. NSRect newFrame = {0, 0, [[self window] frame].size.width,
  71. [[self window] frame].size.height};
  72. [self setFrame:newFrame];
  73. // window resize; width and height are in pixel coordinates
  74. // but they are floats
  75. float screen_w = [self frame].size.width;
  76. float screen_h = [self frame].size.height;
  77. // glViewport(0,0, screen_w, screen_h);
  78. // here I cast floats to ints; most systems use integer coordinate systems
  79. env::detail::resize_screen({{(int)screen_w, (int)screen_h}});
  80. }
  81. - (BOOL)acceptsFirstResponder {
  82. return YES;
  83. }
  84. - (void) press_key:(int)key forEvent:(NSEvent *)evt ns_key:(int)local
  85. down:(BOOL)pressed {
  86. if ([evt keyCode] == local) {
  87. game->process_key_event(key, pressed);
  88. }
  89. }
  90. - (void) toggle_key:(int)key forEvent:(NSEvent *)evt ns_key:(int)local {
  91. NSUInteger flags = [evt modifierFlags] &
  92. NSEventModifierFlagDeviceIndependentFlagsMask;
  93. game->process_key_event(key, flags & local);
  94. }
  95. - (void)keyDown:(NSEvent *)theEvent {
  96. if ([theEvent isARepeat])
  97. return;
  98. NSString *str = [theEvent charactersIgnoringModifiers];
  99. unichar c = [str characterAtIndex:0];
  100. // only ASCII please
  101. if (c < ' ' || c > '~') {
  102. c = 0;
  103. }
  104. //(unsigned long)[theEvent modifierFlags]
  105. using namespace engine::keys;
  106. [self toggle_key:MOD_SHIFT forEvent:theEvent
  107. ns_key:NSEventModifierFlagShift];
  108. [self toggle_key:MOD_CONTROL forEvent:theEvent
  109. ns_key:NSEventModifierFlagControl];
  110. [self toggle_key:MOD_ALT forEvent:theEvent
  111. ns_key:NSEventModifierFlagOption];
  112. [self toggle_key:MOD_COMMAND forEvent:theEvent
  113. ns_key:NSEventModifierFlagCommand];
  114. [self press_key:UP_ARROW forEvent:theEvent ns_key:0x007e down:YES];
  115. [self press_key:DOWN_ARROW forEvent:theEvent ns_key:0x007d down:YES];
  116. [self press_key:LEFT_ARROW forEvent:theEvent ns_key:0x007b down:YES];
  117. [self press_key:RIGHT_ARROW forEvent:theEvent ns_key:0x007c down:YES];
  118. // NSLog(@"keyDown -> { 0x%04x, 0x%08lx, 0x%02x=%c }", [theEvent keyCode],
  119. // [theEvent modifierFlags], c, c);
  120. game->process_key_event(c, true);
  121. }
  122. - (void)keyUp:(NSEvent *)theEvent {
  123. // NSLog(@"keyUp -> { 0x%04x, 0x%08lx }", [theEvent keyCode], [theEvent modifierFlags]);
  124. NSString *str = [theEvent charactersIgnoringModifiers];
  125. unichar c = [str characterAtIndex:0];
  126. // only ASCII please
  127. if (c < ' ' || c > '~') {
  128. c = 0;
  129. }
  130. using namespace engine::keys;
  131. [self press_key:UP_ARROW forEvent:theEvent ns_key:0x007e down:NO];
  132. [self press_key:DOWN_ARROW forEvent:theEvent ns_key:0x007d down:NO];
  133. [self press_key:LEFT_ARROW forEvent:theEvent ns_key:0x007b down:NO];
  134. [self press_key:RIGHT_ARROW forEvent:theEvent ns_key:0x007c down:NO];
  135. game->process_key_event(c, false);
  136. }
  137. static NSTimer *timer = nil;
  138. static NSTimer *frameTimer = nil;
  139. static NSTimeInterval const FRAME_INTERVAL = 1.0 / 60.0;
  140. - (void)windowDidResignMain:(NSNotification *)notification {
  141. NSLog(@"window did resign main");
  142. [timer invalidate];
  143. [frameTimer invalidate];
  144. // env::pause_clock();
  145. [self setNeedsDisplay:YES];
  146. }
  147. - (void)windowDidBecomeMain:(NSNotification *)notification {
  148. NSLog(@"window did become main");
  149. // env::resume_clock();
  150. [self setNeedsDisplay:YES];
  151. // TODO (sjaffe): Become able to change framerate
  152. // TODO (sjaffe): Link this with env::fps::v60, etc.
  153. timer = [NSTimer timerWithTimeInterval:FRAME_INTERVAL
  154. target:self
  155. selector:@selector(timerEvent:)
  156. userInfo:nil
  157. repeats:YES];
  158. frameTimer = [NSTimer timerWithTimeInterval:FRAME_INTERVAL
  159. target:self
  160. selector:@selector(renderEvent:)
  161. userInfo:nil
  162. repeats:YES];
  163. [[NSRunLoop currentRunLoop] addTimer:timer forMode:NSDefaultRunLoopMode];
  164. [[NSRunLoop currentRunLoop] addTimer:frameTimer forMode:NSDefaultRunLoopMode];
  165. }
  166. - (void)renderEvent:(NSTimer *)t {
  167. game->render();
  168. [[self openGLContext] flushBuffer];
  169. }
  170. - (void)timerEvent:(NSTimer *)t {
  171. game->update();
  172. [self setNeedsDisplay:YES];
  173. }
  174. - (void) awakeFromNib
  175. {
  176. NSOpenGLPixelFormatAttribute attributes [] = {
  177. NSOpenGLPFADepthSize, (NSOpenGLPixelFormatAttribute)24,
  178. NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
  179. (NSOpenGLPixelFormatAttribute)0
  180. };
  181. NSOpenGLPixelFormat *pf = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes];
  182. [self setPixelFormat:pf];
  183. }
  184. @end