GameView.mm 6.8 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]
  29. initWithAttributes:attr];
  30. // create the context...
  31. if (!(self = [super initWithFrame:aRect pixelFormat:nsglFormat])) {
  32. return nil;
  33. }
  34. // make the context current
  35. NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:nsglFormat
  36. shareContext:nil];
  37. [self setOpenGLContext:context];
  38. [self setPixelFormat:nsglFormat];
  39. [[self openGLContext] makeCurrentContext];
  40. return self;
  41. }
  42. - (void)prepareOpenGL {
  43. using graphics::direct_renderer;
  44. using graphics::driver;
  45. renderer = std::make_shared<direct_renderer>(driver::openGL);
  46. game = std::make_shared<engine::game_dispatch>(renderer);
  47. renderer->clear();
  48. // enable vertical sychronization to refresh rate
  49. const GLint vals = 0x01;
  50. [[self openGLContext] setValues:&vals forParameter:NSOpenGLCPSwapInterval];
  51. const GLint opaque = 0;
  52. [[self openGLContext] setValues:&opaque
  53. forParameter:NSOpenGLCPSurfaceOpacity];
  54. }
  55. - (void)drawRect:(NSRect)dirtyRect {
  56. // glClear(GL_COLOR_BUFFER_BIT);
  57. // glLoadIdentity();
  58. env::detail::resize_screen({{(int)dirtyRect.size.width,
  59. (int)dirtyRect.size.height}});
  60. renderer->clear();
  61. game->render();
  62. // glFlush();
  63. // the correct way to do double buffering on Mac is this:
  64. [[self openGLContext] flushBuffer];
  65. int err;
  66. if ((err = glGetError()) != 0) {
  67. NSLog(@"glGetError(): %d", err);
  68. }
  69. }
  70. - (void)reshape {
  71. NSRect newFrame = {0, 0, [[self window] frame].size.width,
  72. [[self window] frame].size.height};
  73. [self setFrame:newFrame];
  74. // window resize; width and height are in pixel coordinates
  75. // but they are floats
  76. float screen_w = [self frame].size.width;
  77. float screen_h = [self frame].size.height;
  78. // glViewport(0,0, screen_w, screen_h);
  79. // here I cast floats to ints; most systems use integer coordinate systems
  80. env::detail::resize_screen({{(int)screen_w, (int)screen_h}});
  81. }
  82. - (BOOL)acceptsFirstResponder {
  83. return YES;
  84. }
  85. - (void) press_key:(int)key forEvent:(NSEvent *)evt ns_key:(int)local
  86. down:(BOOL)pressed {
  87. if ([evt keyCode] == local) {
  88. game->process_key_event(key, pressed);
  89. }
  90. }
  91. - (void) toggle_key:(int)key forEvent:(NSEvent *)evt ns_key:(int)local {
  92. NSUInteger flags = [evt modifierFlags] &
  93. NSEventModifierFlagDeviceIndependentFlagsMask;
  94. game->process_key_event(key, flags & local);
  95. }
  96. - (void)keyDown:(NSEvent *)theEvent {
  97. if ([theEvent isARepeat])
  98. return;
  99. NSString *str = [theEvent charactersIgnoringModifiers];
  100. unichar c = [str characterAtIndex:0];
  101. // only ASCII please
  102. if (c < ' ' || c > '~') {
  103. c = 0;
  104. }
  105. //(unsigned long)[theEvent modifierFlags]
  106. using namespace engine::keys;
  107. [self toggle_key:MOD_SHIFT forEvent:theEvent
  108. ns_key:NSEventModifierFlagShift];
  109. [self toggle_key:MOD_CONTROL forEvent:theEvent
  110. ns_key:NSEventModifierFlagControl];
  111. [self toggle_key:MOD_ALT forEvent:theEvent
  112. ns_key:NSEventModifierFlagOption];
  113. [self toggle_key:MOD_COMMAND forEvent:theEvent
  114. ns_key:NSEventModifierFlagCommand];
  115. [self press_key:UP_ARROW forEvent:theEvent ns_key:0x007e down:YES];
  116. [self press_key:DOWN_ARROW forEvent:theEvent ns_key:0x007d down:YES];
  117. [self press_key:LEFT_ARROW forEvent:theEvent ns_key:0x007b down:YES];
  118. [self press_key:RIGHT_ARROW forEvent:theEvent ns_key:0x007c down:YES];
  119. NSLog(@"keyDown -> { 0x%04x, 0x%08lx, 0x%02x=%c }", [theEvent keyCode],
  120. [theEvent modifierFlags], c, c);
  121. game->process_key_event(c, true);
  122. }
  123. - (void)keyUp:(NSEvent *)theEvent {
  124. NSLog(@"keyUp -> { 0x%04x, 0x%08lx }", [theEvent keyCode],
  125. [theEvent modifierFlags]);
  126. NSString *str = [theEvent charactersIgnoringModifiers];
  127. unichar c = [str characterAtIndex:0];
  128. // only ASCII please
  129. if (c < ' ' || c > '~') {
  130. c = 0;
  131. }
  132. using namespace engine::keys;
  133. [self press_key:UP_ARROW forEvent:theEvent ns_key:0x007e down:NO];
  134. [self press_key:DOWN_ARROW forEvent:theEvent ns_key:0x007d down:NO];
  135. [self press_key:LEFT_ARROW forEvent:theEvent ns_key:0x007b down:NO];
  136. [self press_key:RIGHT_ARROW forEvent:theEvent ns_key:0x007c down:NO];
  137. game->process_key_event(c, false);
  138. }
  139. static NSTimer *timer = nil;
  140. static NSTimer *frameTimer = nil;
  141. static NSTimeInterval const FRAME_INTERVAL = 1.0 / 60.0;
  142. - (void)windowDidResignMain:(NSNotification *)notification {
  143. NSLog(@"window did resign main");
  144. [timer invalidate];
  145. [frameTimer invalidate];
  146. // env::pause_clock();
  147. [self setNeedsDisplay:YES];
  148. }
  149. - (void)windowDidBecomeMain:(NSNotification *)notification {
  150. NSLog(@"window did become main");
  151. // env::resume_clock();
  152. [self setNeedsDisplay:YES];
  153. // TODO (sjaffe): Become able to change framerate
  154. // TODO (sjaffe): Link this with env::fps::v60, etc.
  155. timer = [NSTimer timerWithTimeInterval:FRAME_INTERVAL
  156. target:self
  157. selector:@selector(timerEvent:)
  158. userInfo:nil
  159. repeats:YES];
  160. frameTimer = [NSTimer timerWithTimeInterval:FRAME_INTERVAL
  161. target:self
  162. selector:@selector(renderEvent:)
  163. userInfo:nil
  164. repeats:YES];
  165. [[NSRunLoop currentRunLoop] addTimer:timer forMode:NSDefaultRunLoopMode];
  166. [[NSRunLoop currentRunLoop] addTimer:frameTimer forMode:NSDefaultRunLoopMode];
  167. }
  168. - (void)renderEvent:(NSTimer *)t {
  169. game->render();
  170. [[self openGLContext] flushBuffer];
  171. }
  172. - (void)timerEvent:(NSTimer *)t {
  173. game->update();
  174. [self setNeedsDisplay:YES];
  175. }
  176. - (void) awakeFromNib
  177. {
  178. NSOpenGLPixelFormatAttribute attributes [] = {
  179. NSOpenGLPFADepthSize, (NSOpenGLPixelFormatAttribute)24,
  180. NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
  181. (NSOpenGLPixelFormatAttribute)0
  182. };
  183. NSOpenGLPixelFormat *pf = [[NSOpenGLPixelFormat alloc]
  184. initWithAttributes:attributes];
  185. [self setPixelFormat:pf];
  186. }
  187. @end