GameView.mm 7.1 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 "danmaku/world.hpp"
  12. #include "game/engine/events.hpp"
  13. #include "game/engine/game_dispatch.hpp"
  14. #include "game/graphics/renderer.hpp"
  15. namespace env { namespace detail {
  16. extern void resize_screen(math::vec2i const&);
  17. }}
  18. @implementation GameView {
  19. std::shared_ptr<graphics::direct_renderer> renderer;
  20. std::shared_ptr<engine::game_dispatch> game;
  21. };
  22. - (id)initWithCoder:(NSCoder *)decoder {
  23. return self = [super initWithCoder:decoder];
  24. }
  25. - (id)initWithFrame:(NSRect)aRect {
  26. NSOpenGLPixelFormatAttribute attr[] = {
  27. NSOpenGLPFADoubleBuffer,
  28. NSOpenGLPFAOpenGLProfile,
  29. NSOpenGLProfileVersion3_2Core,
  30. 0
  31. };
  32. // create pixel format
  33. NSOpenGLPixelFormat *nsglFormat = [[NSOpenGLPixelFormat alloc]
  34. initWithAttributes:attr];
  35. // create the context...
  36. if (!(self = [super initWithFrame:aRect pixelFormat:nsglFormat])) {
  37. return nil;
  38. }
  39. using graphics::direct_renderer;
  40. using graphics::driver;
  41. renderer = std::make_shared<direct_renderer>(driver::openGL);
  42. game = std::make_shared<engine::game_dispatch>(renderer);
  43. auto world = danmaku::world::load_world("scripts/level/world.json", game);
  44. game->register_scene(world);
  45. game->activate_scene("light-1");
  46. // make the context current
  47. NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:nsglFormat
  48. shareContext:nil];
  49. [self setOpenGLContext:context];
  50. [self setPixelFormat:nsglFormat];
  51. [[self openGLContext] makeCurrentContext];
  52. return self;
  53. }
  54. - (void)prepareOpenGL {
  55. // enable vertical sychronization to refresh rate
  56. const GLint vals = 0x01;
  57. [[self openGLContext] setValues:&vals forParameter:NSOpenGLCPSwapInterval];
  58. const GLint opaque = 0;
  59. [[self openGLContext] setValues:&opaque
  60. forParameter:NSOpenGLCPSurfaceOpacity];
  61. }
  62. - (void)drawRect:(NSRect)dirtyRect {
  63. // glClear(GL_COLOR_BUFFER_BIT);
  64. // glLoadIdentity();
  65. env::detail::resize_screen({{(int)dirtyRect.size.width,
  66. (int)dirtyRect.size.height}});
  67. if (game) {
  68. renderer->clear();
  69. game->render();
  70. }
  71. // glFlush();
  72. // the correct way to do double buffering on Mac is this:
  73. [[self openGLContext] flushBuffer];
  74. int err;
  75. if ((err = glGetError()) != 0) {
  76. NSLog(@"glGetError(): %d", err);
  77. }
  78. }
  79. - (void)reshape {
  80. NSRect newFrame = {0, 0, [[self window] frame].size.width,
  81. [[self window] frame].size.height};
  82. [self setFrame:newFrame];
  83. // window resize; width and height are in pixel coordinates
  84. // but they are floats
  85. float screen_w = [self frame].size.width;
  86. float screen_h = [self frame].size.height;
  87. // glViewport(0,0, screen_w, screen_h);
  88. // here I cast floats to ints; most systems use integer coordinate systems
  89. env::detail::resize_screen({{(int)screen_w, (int)screen_h}});
  90. }
  91. - (BOOL)acceptsFirstResponder {
  92. return YES;
  93. }
  94. - (void) press_key:(int)key forEvent:(NSEvent *)evt ns_key:(int)local
  95. down:(BOOL)pressed {
  96. if ([evt keyCode] == local) {
  97. game->process_key_event(key, pressed);
  98. }
  99. }
  100. - (void) toggle_key:(int)key forEvent:(NSEvent *)evt ns_key:(int)local {
  101. NSUInteger flags = [evt modifierFlags] &
  102. NSEventModifierFlagDeviceIndependentFlagsMask;
  103. game->process_key_event(key, flags & local);
  104. }
  105. - (void)keyDown:(NSEvent *)theEvent {
  106. if ([theEvent isARepeat])
  107. return;
  108. NSString *str = [theEvent charactersIgnoringModifiers];
  109. unichar c = [str characterAtIndex:0];
  110. // only ASCII please
  111. if (c < ' ' || c > '~') {
  112. c = 0;
  113. }
  114. //(unsigned long)[theEvent modifierFlags]
  115. using namespace engine::keys;
  116. [self toggle_key:MOD_SHIFT forEvent:theEvent
  117. ns_key:NSEventModifierFlagShift];
  118. [self toggle_key:MOD_CONTROL forEvent:theEvent
  119. ns_key:NSEventModifierFlagControl];
  120. [self toggle_key:MOD_ALT forEvent:theEvent
  121. ns_key:NSEventModifierFlagOption];
  122. [self toggle_key:MOD_COMMAND forEvent:theEvent
  123. ns_key:NSEventModifierFlagCommand];
  124. [self press_key:UP_ARROW forEvent:theEvent ns_key:0x007e down:YES];
  125. [self press_key:DOWN_ARROW forEvent:theEvent ns_key:0x007d down:YES];
  126. [self press_key:LEFT_ARROW forEvent:theEvent ns_key:0x007b down:YES];
  127. [self press_key:RIGHT_ARROW forEvent:theEvent ns_key:0x007c down:YES];
  128. NSLog(@"keyDown -> { 0x%04x, 0x%08lx, 0x%02x=%c }", [theEvent keyCode],
  129. [theEvent modifierFlags], c, c);
  130. game->process_key_event(c, true);
  131. }
  132. - (void)keyUp:(NSEvent *)theEvent {
  133. NSLog(@"keyUp -> { 0x%04x, 0x%08lx }", [theEvent keyCode],
  134. [theEvent modifierFlags]);
  135. NSString *str = [theEvent charactersIgnoringModifiers];
  136. unichar c = [str characterAtIndex:0];
  137. // only ASCII please
  138. if (c < ' ' || c > '~') {
  139. c = 0;
  140. }
  141. using namespace engine::keys;
  142. [self press_key:UP_ARROW forEvent:theEvent ns_key:0x007e down:NO];
  143. [self press_key:DOWN_ARROW forEvent:theEvent ns_key:0x007d down:NO];
  144. [self press_key:LEFT_ARROW forEvent:theEvent ns_key:0x007b down:NO];
  145. [self press_key:RIGHT_ARROW forEvent:theEvent ns_key:0x007c down:NO];
  146. game->process_key_event(c, false);
  147. }
  148. static NSTimer *timer = nil;
  149. static NSTimer *frameTimer = nil;
  150. static NSTimeInterval const FRAME_INTERVAL = 1.0 / 60.0;
  151. - (void)windowDidResignMain:(NSNotification *)notification {
  152. NSLog(@"window did resign main");
  153. [timer invalidate];
  154. [frameTimer invalidate];
  155. // env::pause_clock();
  156. [self setNeedsDisplay:YES];
  157. }
  158. - (void)windowDidBecomeMain:(NSNotification *)notification {
  159. NSLog(@"window did become main");
  160. // env::resume_clock();
  161. [self setNeedsDisplay:YES];
  162. // TODO (sjaffe): Become able to change framerate
  163. // TODO (sjaffe): Link this with env::fps::v60, etc.
  164. timer = [NSTimer timerWithTimeInterval:FRAME_INTERVAL
  165. target:self
  166. selector:@selector(timerEvent:)
  167. userInfo:nil
  168. repeats:YES];
  169. frameTimer = [NSTimer timerWithTimeInterval:FRAME_INTERVAL
  170. target:self
  171. selector:@selector(renderEvent:)
  172. userInfo:nil
  173. repeats:YES];
  174. [[NSRunLoop currentRunLoop] addTimer:timer forMode:NSDefaultRunLoopMode];
  175. [[NSRunLoop currentRunLoop] addTimer:frameTimer forMode:NSDefaultRunLoopMode];
  176. }
  177. - (void)renderEvent:(NSTimer *)t {
  178. game->render();
  179. [[self openGLContext] flushBuffer];
  180. }
  181. - (void)timerEvent:(NSTimer *)t {
  182. game->update();
  183. [self setNeedsDisplay:YES];
  184. }
  185. - (void) awakeFromNib
  186. {
  187. NSOpenGLPixelFormatAttribute attributes [] = {
  188. NSOpenGLPFADepthSize, (NSOpenGLPixelFormatAttribute)24,
  189. NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
  190. (NSOpenGLPixelFormatAttribute)0
  191. };
  192. NSOpenGLPixelFormat *pf = [[NSOpenGLPixelFormat alloc]
  193. initWithAttributes:attributes];
  194. [self setPixelFormat:pf];
  195. }
  196. @end