GameScene.mm 6.4 KB

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